Assassin Execution Force
Composition
An ASSASSIN EXECUTION FORCE KillTeam is composed of:
- 4 ASSASSIN EXECUTION FORCE ASSASSIN operatives selected from the following list:
- VINDICARE
- CULEXUS
- EVERSOR
- CALLIDUS
- ADAMUS
- VANUS
- VENENUM
- MAERORUS
- 1 ASSASSIN EXECUTION FORCE DRONE operative from the following:
- SERVO-SKULL
Your kill team can only include up to two of each ASSASSIN operative (or one MAERORUS) and two SERVO-SKULL operatives. A SERVO-SKULL operative counts as half of a selection. Select one of the ASSASSIN operatives in your kill team to have the LEADER keyword and 1 additional wound for the battle.
Common Abilities and Options
From The Shadows:
Whenever a friendly ASSASSIN EXECUTION FORCE ASSASSIN operative is the target of a shooting attack, for that sequance, 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.
*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.
*Toxic:
Whenever this operative is using this weapon against an enemy operative; if you retained a critical success, add 1 to both Dmg stats of this weapon until the end of that sequence.
*Poison:
In the Resolve Attack Dice step, if you inflict damage with any success, the operative this weapon is being used against gains one of your Poison Tokens (if it does not already have one). Whenever an operative that has one of your Poison Tokens is activated, inflict 1 damage on it.
VINDICARE
A 3
M 7"
S 4+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Exitus Rifle (Hvy, Dev3, Lethal 5+, Silent) | 4 | 2+ | 4/4 |
| Exitus Pistol (Rng 6", Prc2, Dev1) | 4 | 3+ | 3/4 |
| Blade (Bal) | 3 | 3+ | 2/3 |
Abilities
From The Shadows1AP: Inhuman SpeedThe Vindicare DoctrineCULEXUS
A 3
M 7"
S 4+
W 10
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 SpeedThe Culexus DoctrineEVERSOR
A 3
M 7"
S 4+
W 11
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
*NeurotoxinsFrom The ShadowsThe Eversor DoctrineCALLIDUS
A 3
M 7"
S 4+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Neural Shredder (Rng 6", *Neural) | 4 | 3+ | 0/0 |
| Phase Sword (Relentless, *Reap) | 4 | 3+ | 4/6 |
Abilities
*Neural*ReapFrom The Shadows1AP: Inhuman SpeedThe Callidus DoctrineADAMUS
A 3
M 7"
S 4+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Combi-Needlespine Blaster | |||
| Needlespine Blaster (Rng 3", Prc2, Silent, Ceaseless, Hot, *Toxic, *Combi-Bolt Pistol) | 4 | 4+ | 3/4 |
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Nemesii Blade (Lethal 4+) | 4 | 2+ | 3/5 |
Abilities
*Combi-Bolt Pistol*ToxicFrom The Shadows1AP: Inhuman SpeedThe Adamus DoctrineVENENUM
A 3
M 7"
S 4+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Toxin Injector | |||
| Toxic (Rng 3", PrcCrit1, Tor 1", *Toxic) | 4 | 2+ | 2/2 |
| Poison (Rng 3", PrcCrit1, Seek Light, *Poison) | 4 | 2+ | 2/2 |
| Gas (Rng 3", Blast 2", *Gas) | - | - | -/- |
| Poison Globe (Rng 6", Saturate, Blast 2", Lim 1, *Neurotoxins, *Poison) | 4 | 3+ | 1/1 |
| Hookfang (Ceaseless, *Neurotoxins, *Poison) | 4 | 3+ | 2/3 |
Abilities
*Gas*Neurotoxins*Poison*ToxicFrom The Shadows1AP: Inhuman SpeedThe Venenum DoctrineVANUS
A 3
M 4"
S 4+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Psyber-Eagle (Seek Light, Saturate, Rending, Stun, Silent) | 4 | 3+ | 1/2 |
| Netfly-Swarm (Rng 9", Saturate, Silent, *Netfly) | 6 | 4+ | 1/1 |
| Servo-Arm | 3 | 4+ | 2/4 |
Abilities
*NetflyFrom The ShadowsNoosphere InterloperSympatric DataspikeThe Vanus DoctrineMAERORUS
A 3
M 7"
S 4+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Maddening Blast (Psychic, Rng 6", Seek, *Madness, *Asuryani Strain) | 2 | 4+ | -/- |
| Lightning Strike (Psychic, Seek Light, Stun, Severe, Dev2, *Asuryani Strain) | 4 | 3+ | 3/3 |
| Poison Spores (Rng 6", Blast 2", *Toxic, *Poison, *Barbarus Strain) | 4 | 3+ | 2/2 |
| Scything Talons & Rending Claws (Rending, Punishing, *Entangle, *Tyranid Strain) | 5 | 3+ | 5/6 |
| Stinging Appendages (Ceaseless, Lethal 5+, *Poison, *Toxic, *Barbarus Strain) | 4 | 3+ | 2/4 |
| Hideous Mutations (Brutal, Relentless, Rending, *Drukhari Strain) | 3 | 4+ | 6/8 |
| Lightning-Charged Fists (Psychic, Shock, *Asuryani Strain) | 4 | 4+ | 3/4 |
Abilities
*Entangle*Madness*Poison*Toxic*Xenos Strain1AP: Inhuman SpeedStalkerUnstableSERVO-SKULL
A 2
M 8"
S 5+
W 3
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Autopistol (Rng 8") | 2 | 5+ | 2/3 |
Abilities
Auto-ScribeGroup ActivationHoverMonotask-SkullEXITUS AMMUNTION
For friendly ASSASSIN EXECUTION FORCE VINDICARE operatives only. That operative can use each of the following Exitus Rifle weapon profiles for the battle:
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Shield-Breaker Rounds | 4 | 2+ | 4/1 |
| Weapon Rules | |||
| Hvy, Dev4, Lethal 5+, Silent, Lim1 |
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Hellfire Rounds | 4 | 3+ | 3/4 |
| Weapon Rules | |||
| Hvy, Blast 2", Lethal 5+, Dev1, Lim1 |
NEEDLE RIFLE
For friendly ASSASSIN EXECUTION FORCE ADAMUS operatives only. That operative is equipped with the following ranged weapon for the battle:
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Needle Rifle | 4 | 2+ | 1/4 |
| Weapon Rules | |||
| Rng 6", Silent, PrcCrit2, *Toxic |
*Toxic: Whenever this operative is using this weapon against an enemy operative; if you retained a critical success, add 1 to both Dmg stats of this weapon until the end of that sequence.
PARALYSIS DARTS
For friendly ASSASSIN EXECUTION FORCE VENENUM operatives only. That operative is equipped with the following ranged weapon for the battle:
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Paralysis Darts | 4 | 2+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Silent, Lethal 5+, *Paralyze |
*Paralyze: In the Resolve Attack Dice step, if you inflict damage with any critical success using this weapon, the operative this weapon is being used against is expended if it was ready, or subtract a number equal to its APL stat until the end of its next activation if it was expended (this takes precedence over any APL stat reduction restrictions).
POISON BLADE
For friendly ASSASSIN EXECUTION FORCE CALLIDUS operatives only. That operative is equipped with the following ranged weapon for the battle:
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Poison Blade | 4 | 2+ | 2/3 |
| Weapon Rules | |||
| Rng 4", Lethal 4+, Silent, Lim2, *Poison |
*Poison: In the Resolve Attack Dice step, if you inflict damage with any critical success, the operative this weapon is being used against gains one of your Poison Tokens (if it does not already have one). Whenever an operative that has one of your Poison Tokens is activated, inflict 1 damage on it.
PSY-OUT GRENADE
For friendly ASSASSIN EXECUTION FORCE CULEXUS operatives only. That operative is equipped with the following ranged weapon for the battle:
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Psyk-Out Grenade | 4 | 2+ | 1/2 |
| Weapon Rules | |||
| Rng 6", Blast 1", Seek, 1" Dev1, Lim1, *Psyk-Out |
*Psyk-Out: Whenever you inflict damage on an operative using this weapon, change that operative’s order (if it has a Conceal order, change it to an Engage order and vice versa. If that operative has the PSYKER or DAEMON keyword, the X in the Devastating X weapon rule of this weapon is 3 (instead of 1) and ignore the distance X” of that weapon rule for that operative only.
MELTA BOMB
For friendly ASSASSIN EXECUTION FORCE EVERSOR operatives only. That operative is equipped with the following ranged weapon for the battle:
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Melta-Bomb | 4 | 2+ | 6/3 |
| Weapon Rules | |||
| Rng 3", Blast 2", Prc2, Dev4, Saturate, Lim1 |
CLUTCH EGG
For a friendly ASSASSIN EXECUTION FORCE MAERORUS (Tyranid Strain) operative only. Once per battle; in the Ready step of a strategy phase, you can place a Clutch Egg Marker within control range of that operative. Roll 2D6, on 9+, you can set up one other friendly ASSASSIN EXECUTION FORCE MAERORUS (Tyranid Strain) operative in the killzone (place it as centered as possible to where you placed the Clutch Egg Marker) then remove that marker from the killzone. Otherwise, you can keep using this rule in the Ready step of the next strategy phase until you succeed. That additional friendly operative cannot contest markers or areas of the killzone, and is ignored for your opponent’s kill/elimination op (when it is incapacitated). It is also ignored for victory conditions and scoring VPs if either require operatives to ‘escape’, ‘survive’ or be incapacitated by enemy operatives (if it escapes/survives/is incapacitated, determining how many operatives must escape/survive/be incapacitated, etc.).
DIGI-LASER
For friendly ASSASSIN EXECUTION FORCE VANUS operatives only. That operative is equipped with the following ranged weapon for the battle:
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Digi-Laser | 3 | 4+ | 4/5 |
| Weapon Rules | |||
| Rng 3", PrcCrit1, Seek, Lethal 5+, Lim1 |
Universal Equipment
Ammo Cache (x1)
(Universal)Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle: AMMO RESUPPLY (0 AP): One of your Ammo Cache markers the active operative controls is used during this turning point.
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.
An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire (x1)
(Universal)Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device (x1)
(Universal)Before the battle, you can set up one of your Comms Device markers wholly within your territory. While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives (e.g. ‘select one friendly operative within 6"’ would be 9" instead). Note that you cannot benefit from your opponent's Comms Device markers.
Mines (x1)
(Universal)Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain. The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
Light Barricades (x2)
(Universal)Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Heavy Barricade (x1)
(Universal)A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Ladders (x2)
(Universal)Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:
- Wholly within your territory.
- Upright against terrain that’s at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.
Portable Barricade (x1)
(Universal)A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet). Operatives connected to the inside of it can perform the following unique action during the battle:
Move With Barricade (1 AP): The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
SMOKE GRENADE (1 AP):
- Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.
- While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.
- In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Utility Grenade - Stun (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
STUN GRENADE (1 AP):
- Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Explosive Grenade - Frag (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 |
| Weapon Rules | |||
| Rng 6", Piercing 1, Saturate |
Breaching Charge
(Universal)Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.
Firefight Ploys
Firefight: AN ARMY OF ONE
Use this firefight ploy when an enemy operative is performing a charge action and end their move within the control range of a friendly ASSASSIN EXECUTION FORCE VINDICARE operative. That friendly operative can immediately perform a free Fall Back (up to its Move stat) if it was ready, or up to 3 inches if it was expended. Subtract 1 from that friendly operative’s APL stat until the end of its next activation.
Firefight: PARIAH’S GAZE
Use this firefight ploy when a friendly ASSASSIN EXECUTION FORCE CULEXUS operative makes a shooting attack. Add 1 to both Dmg stats of this operative's ranged weapons for that sequence.
Firefight: STIM OVERLOAD
Use this firefight ploy during a friendly ASSASSIN EXECUTION FORCE EVERSOR operative's activation. That operative can perform a free Charge action and a free Fight action. These actions can be performed even if that operative already performed a Charge or a Fight action (this takes precedence over action restrictions). When it does so, roll 2D6. On 2-6, Inflict 2D3 damage on it.
Firefight: LIGHTNING REFLEXES
Use this firefight ploy when a friendly ASSASSIN EXECUTION FORCE CALLIDUS operative is fighting, after you strike with a critical success. End that sequence (any remaining attack dice are discarded) and immediately perform a free Dash or Fall Back action up to 3 inches with that friendly operative (then the Fight action ends). That operative can do so even if it has performed an action that prevents it from performing the Dash or Fall Back action.
Firefight: AN OLD TERRAN TRADITION
Use this firefight ploy when a friendly ASSASSIN EXECUTION FORCE ADAMUS operative performs a Fight action, worsen the Hit stat of that enemy operative and other enemy operatives cannot assist. Add 1 to both Dmg stats of that friendly operative’s melee weapons for that action.
Firefight: POISONED BLOOD
Use this firefight ploy when a friendly ASSASSIN EXECUTION FORCE VENENUM operative is fighting or retaliating; if an attack die inflicts damage on that operative, roll a 1D6. On 4+, each enemy operative within control range of that operative gains one of your Poison Tokens (roll separately for each).
Firefight: TERMINATION ORDER
Use this firefight ploy when a friendly ASSASSIN EXECUTION FORCE VANUS operative is activated. Select one operative to have one of your Termination Order Tokens. Whenever a friendly operative is shooting or fighting an operative that has one of your Termination Order Tokens, you can re-roll any or all of your Atk dice. Note that friendly operatives are eligible to have that token and other friendly operatives can perform those actions against them (this takes precedence over any actions’ restrictions).
Firefight: NO ESCAPE, ONLY DEATH
Use this Firefight ploy when an enemy operative performs a Fall Back action while within control range of a friendly ASSASSIN EXECUTION FORCE MAERORUS operative. If you do, roll a 1D6. On 3+, that enemy operative cannot perform the Fall Back action (and any AP spent for that action is not refunded). Then, you can immediately interrupt that enemy operative’s activation and perform a Fight action. But you must select that enemy operative as the valid target for that action.
Strategy Ploys
Strategy: ADVANCED ACROBATICS
Select one friendly ASSASSIN EXECUTION FORCE ASSASSIN operative. Whenever that operative is selected as the target of a shooting attack, in the Resolve Defense Dice step, improve its Save stat by 1.
Strategy: ORDER TO KILL
Select up to 3 enemy operatives for each to have one of your Marked Tokens. Whenever a friendly ASSASSIN EXECUTION FORCE ASSASSIN operative performs a Fight or Shoot action against an enemy operative that has one of your Marked Tokens and that enemy operative is not incapacitated as a result of that action, repeat that action (spend 1 AP for that repeated action). If all the enemy operatives with your Marked Tokens are incapacitated by the end of the turning point, you gain 1 CP. In the Ready step of the next strategy phase, remove all the Marked Tokens from their designated enemy operatives.
Strategy: THE EMPEROR’S KNIVES
Whenever a friendly ASSASSIN EXECUTION FORCE ASSASSIN operative is retaliating, in the Roll Attack Dice step of that sequence, you can re-roll any or all of your Atk dice results of 1.
Strategy: HYPER METABOLISM
For each friendly ASSASSIN EXECUTION FORCE ASSASSIN operative, select one of the rules below:
A) The selected operative regains 2D3 lost wounds.
B) Whenever an A dice inflicts damage on that selected operative, roll a 1D6. On 4+, subtract 1 from that inflicted damage.
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.
Infiltration: Track Enemy
Reveal: The first time you score VP from this op.
Additional Rules:
An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.
Victory Points:
At the end of each turning point after the first:
- If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
- If two or more enemy operatives are being tracked, you score 2VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Plant Devices
Reveal: The first time a friendly operative performs the Plant Device action.
Mission Action: Plant Device (1 AP)
- One objective marker the active operative controls gains one of your Device tokens.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.
Victory Points:
At the end of each turning point after the first:
- If your opponent's objective marker has one of your Device tokens, you score 1VP.
- For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Steal Intelligence
Reveal: The first time an enemy operative is incapacitated.
Additional Rules:
Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.
Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.
Victory Points:
At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.
At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.
Recon: Flank
Reveal: As a STRATEGIC GAMBIT.
Additional Rules:
Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.
Victory Points:
- After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
- In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Recon: Retrieval
Reveal: The first time you score VP from this op.
Mission Action: Retrieve (1 AP)
- If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.
Victory Points:
- The first time each objective marker is searched by friendly operatives, you score 1VP.
- At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.
Recon: Scout Enemy Movement
Reveal: The first time a friendly operative performs the Scout action.
Mission Action: Scout (1 AP)
- Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
- An operative cannot perform this action while it has an Engage order, 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, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.
You cannot score more than 2VP from this op per turning point.
Equipment
EXITUS AMMUNTION:
For friendly ASSASSIN EXECUTION FORCE VINDICARE operatives only. That operative can use each of the following Exitus Rifle weapon profiles for the battle:
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Shield-Breaker Rounds | 4 | 2+ | 4/1 |
| Weapon Rules | |||
| Hvy, Dev4, Lethal 5+, Silent, Lim1 |
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Hellfire Rounds | 4 | 3+ | 3/4 |
| Weapon Rules | |||
| Hvy, Blast 2", Lethal 5+, Dev1, Lim1 |
NEEDLE RIFLE:
For friendly ASSASSIN EXECUTION FORCE ADAMUS operatives only. That operative is equipped with the following ranged weapon for the battle:
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Needle Rifle | 4 | 2+ | 1/4 |
| Weapon Rules | |||
| Rng 6", Silent, PrcCrit2, *Toxic |
*Toxic: Whenever this operative is using this weapon against an enemy operative; if you retained a critical success, add 1 to both Dmg stats of this weapon until the end of that sequence.
PARALYSIS DARTS:
For friendly ASSASSIN EXECUTION FORCE VENENUM operatives only. That operative is equipped with the following ranged weapon for the battle:
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Paralysis Darts | 4 | 2+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Silent, Lethal 5+, *Paralyze |
*Paralyze: In the Resolve Attack Dice step, if you inflict damage with any critical success using this weapon, the operative this weapon is being used against is expended if it was ready, or subtract a number equal to its APL stat until the end of its next activation if it was expended (this takes precedence over any APL stat reduction restrictions).
POISON BLADE:
For friendly ASSASSIN EXECUTION FORCE CALLIDUS operatives only. That operative is equipped with the following ranged weapon for the battle:
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Poison Blade | 4 | 2+ | 2/3 |
| Weapon Rules | |||
| Rng 4", Lethal 4+, Silent, Lim2, *Poison |
*Poison: In the Resolve Attack Dice step, if you inflict damage with any critical success, the operative this weapon is being used against gains one of your Poison Tokens (if it does not already have one). Whenever an operative that has one of your Poison Tokens is activated, inflict 1 damage on it.
PSY-OUT GRENADE:
For friendly ASSASSIN EXECUTION FORCE CULEXUS operatives only. That operative is equipped with the following ranged weapon for the battle:
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Psyk-Out Grenade | 4 | 2+ | 1/2 |
| Weapon Rules | |||
| Rng 6", Blast 1", Seek, 1" Dev1, Lim1, *Psyk-Out |
*Psyk-Out: Whenever you inflict damage on an operative using this weapon, change that operative’s order (if it has a Conceal order, change it to an Engage order and vice versa. If that operative has the PSYKER or DAEMON keyword, the X in the Devastating X weapon rule of this weapon is 3 (instead of 1) and ignore the distance X” of that weapon rule for that operative only.
MELTA BOMB:
For friendly ASSASSIN EXECUTION FORCE EVERSOR operatives only. That operative is equipped with the following ranged weapon for the battle:
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Melta-Bomb | 4 | 2+ | 6/3 |
| Weapon Rules | |||
| Rng 3", Blast 2", Prc2, Dev4, Saturate, Lim1 |
CLUTCH EGG:
For a friendly ASSASSIN EXECUTION FORCE MAERORUS (Tyranid Strain) operative only. Once per battle; in the Ready step of a strategy phase, you can place a Clutch Egg Marker within control range of that operative. Roll 2D6, on 9+, you can set up one other friendly ASSASSIN EXECUTION FORCE MAERORUS (Tyranid Strain) operative in the killzone (place it as centered as possible to where you placed the Clutch Egg Marker) then remove that marker from the killzone. Otherwise, you can keep using this rule in the Ready step of the next strategy phase until you succeed. That additional friendly operative cannot contest markers or areas of the killzone, and is ignored for your opponent’s kill/elimination op (when it is incapacitated). It is also ignored for victory conditions and scoring VPs if either require operatives to ‘escape’, ‘survive’ or be incapacitated by enemy operatives (if it escapes/survives/is incapacitated, determining how many operatives must escape/survive/be incapacitated, etc.).
DIGI-LASER:
For friendly ASSASSIN EXECUTION FORCE VANUS operatives only. That operative is equipped with the following ranged weapon for the battle:
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Digi-Laser | 3 | 4+ | 4/5 |
| Weapon Rules | |||
| Rng 3", PrcCrit1, Seek, Lethal 5+, Lim1 |
Ploys
Firefight - AN ARMY OF ONE:
Use this firefight ploy when an enemy operative is performing a charge action and end their move within the control range of a friendly ASSASSIN EXECUTION FORCE VINDICARE operative. That friendly operative can immediately perform a free Fall Back (up to its Move stat) if it was ready, or up to 3 inches if it was expended. Subtract 1 from that friendly operative’s APL stat until the end of its next activation.
Firefight - PARIAH’S GAZE:
Use this firefight ploy when a friendly ASSASSIN EXECUTION FORCE CULEXUS operative makes a shooting attack. Add 1 to both Dmg stats of this operative's ranged weapons for that sequence.
Firefight - STIM OVERLOAD:
Use this firefight ploy during a friendly ASSASSIN EXECUTION FORCE EVERSOR operative's activation. That operative can perform a free Charge action and a free Fight action. These actions can be performed even if that operative already performed a Charge or a Fight action (this takes precedence over action restrictions). When it does so, roll 2D6. On 2-6, Inflict 2D3 damage on it.
Firefight - LIGHTNING REFLEXES:
Use this firefight ploy when a friendly ASSASSIN EXECUTION FORCE CALLIDUS operative is fighting, after you strike with a critical success. End that sequence (any remaining attack dice are discarded) and immediately perform a free Dash or Fall Back action up to 3 inches with that friendly operative (then the Fight action ends). That operative can do so even if it has performed an action that prevents it from performing the Dash or Fall Back action.
Firefight - AN OLD TERRAN TRADITION:
Use this firefight ploy when a friendly ASSASSIN EXECUTION FORCE ADAMUS operative performs a Fight action, worsen the Hit stat of that enemy operative and other enemy operatives cannot assist. Add 1 to both Dmg stats of that friendly operative’s melee weapons for that action.
Firefight - POISONED BLOOD:
Use this firefight ploy when a friendly ASSASSIN EXECUTION FORCE VENENUM operative is fighting or retaliating; if an attack die inflicts damage on that operative, roll a 1D6. On 4+, each enemy operative within control range of that operative gains one of your Poison Tokens (roll separately for each).
Firefight - TERMINATION ORDER:
Use this firefight ploy when a friendly ASSASSIN EXECUTION FORCE VANUS operative is activated. Select one operative to have one of your Termination Order Tokens. Whenever a friendly operative is shooting or fighting an operative that has one of your Termination Order Tokens, you can re-roll any or all of your Atk dice. Note that friendly operatives are eligible to have that token and other friendly operatives can perform those actions against them (this takes precedence over any actions’ restrictions).
Firefight - NO ESCAPE, ONLY DEATH:
Use this Firefight ploy when an enemy operative performs a Fall Back action while within control range of a friendly ASSASSIN EXECUTION FORCE MAERORUS operative. If you do, roll a 1D6. On 3+, that enemy operative cannot perform the Fall Back action (and any AP spent for that action is not refunded). Then, you can immediately interrupt that enemy operative’s activation and perform a Fight action. But you must select that enemy operative as the valid target for that action.
Strategic - ADVANCED ACROBATICS:
Select one friendly ASSASSIN EXECUTION FORCE ASSASSIN operative. Whenever that operative is selected as the target of a shooting attack, in the Resolve Defense Dice step, improve its Save stat by 1.
Strategic - ORDER TO KILL:
Select up to 3 enemy operatives for each to have one of your Marked Tokens. Whenever a friendly ASSASSIN EXECUTION FORCE ASSASSIN operative performs a Fight or Shoot action against an enemy operative that has one of your Marked Tokens and that enemy operative is not incapacitated as a result of that action, repeat that action (spend 1 AP for that repeated action). If all the enemy operatives with your Marked Tokens are incapacitated by the end of the turning point, you gain 1 CP. In the Ready step of the next strategy phase, remove all the Marked Tokens from their designated enemy operatives.
Strategic - THE EMPEROR’S KNIVES:
Whenever a friendly ASSASSIN EXECUTION FORCE ASSASSIN operative is retaliating, in the Roll Attack Dice step of that sequence, you can re-roll any or all of your Atk dice results of 1.
Strategic - HYPER METABOLISM:
For each friendly ASSASSIN EXECUTION FORCE ASSASSIN operative, select one of the rules below:
A) The selected operative regains 2D3 lost wounds.
B) Whenever an A dice inflicts damage on that selected operative, roll a 1D6. On 4+, subtract 1 from that inflicted damage.
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.
Infiltration: Track Enemy
Reveal: The first time you score VP from this op.
Additional Rules:
An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.
Victory Points:
At the end of each turning point after the first:
- If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
- If two or more enemy operatives are being tracked, you score 2VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Plant Devices
Reveal: The first time a friendly operative performs the Plant Device action.
Mission Action: Plant Device (1 AP)
- One objective marker the active operative controls gains one of your Device tokens.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.
Victory Points:
At the end of each turning point after the first:
- If your opponent's objective marker has one of your Device tokens, you score 1VP.
- For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Steal Intelligence
Reveal: The first time an enemy operative is incapacitated.
Additional Rules:
Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.
Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.
Victory Points:
At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.
At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.
Recon: Flank
Reveal: As a STRATEGIC GAMBIT.
Additional Rules:
Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.
Victory Points:
- After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
- In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Recon: Retrieval
Reveal: The first time you score VP from this op.
Mission Action: Retrieve (1 AP)
- If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.
Victory Points:
- The first time each objective marker is searched by friendly operatives, you score 1VP.
- At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.
Recon: Scout Enemy Movement
Reveal: The first time a friendly operative performs the Scout action.
Mission Action: Scout (1 AP)
- Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
- An operative cannot perform this action while it has an Engage order, 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, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.
You cannot score more than 2VP from this op per turning point.