Execution Force
Common Abilities and Options
Assassin's Panoply (Faction Rule):
- Whenever an operative is shooting a friendly EXECUTION FORCE operative, for that sequence, ignore the Piercing and Saturate weapon rules.
- Each friendly EXECUTION FORCE operative can counteract regardless of its order. Whenever it does, it can perform an additional 1AP action for free during that counteraction, but both actions must be different.
- Whenever an EXECUTION FORCE operative counteracts, you can change its order and it can perform a free Dash or Fall Back action (to a maximum of 3 inches).
- Friendly EXECUTION FORCE operatives can move within control range of enemy operatives (they must still start and end the move following all requirements for that move).
For the purposes of the kill op, consider your opponent's starting kill grade as 1 and increase it by 1 for each friendly EXECUTIVE FORCE operative incapacitated during the battle.
Execution Order (Faction Rule):
As a STRATEGIC GAMBIT in the first turning point, you must select one enemy operative to have a Marked for Execution token. When a friendly EXECUTION FORCE operative incapacitates the enemy operative with your Marked Token, you immediately gain a number of CP according to the current turning point:
- 1°: 3CP
- 2°: 2CP
- 3°: 1CP
- 4°: 0CP
Operatives
1. Vindicare Assassin
A 3
M 7"
S 4+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Exitus Rifle (Silent, Heavy (Dash only), Seek Light, Piercing 1, Devastating 2, Lethal 5+) | 4 | 3+ | 5/5 |
| Exitus Pistol (Silent, Rng 8", Piercing 1, Devastating 1) | 4 | 3+ | 4/4 |
| Assassin Knife (Severe) | 3 | 3+ | 3/4 |
Abilities
Assassin's Panoply (Faction Rule)Exitus Ammunition1AP: AimingExecution Order (Faction Rule)Patient Hunter2. Eversor Assassin
A 3
M 7"
S 4+
W 13
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Executioner Pistol (Rng 8", Ceaseless) | 4 | 3+ | 3/4 |
| Bio-Meltdown (Blast 2", Limited 1, *Bio-Meltdown) | 6 | 4+ | 4/5 |
| Neuro Gauntlet (Relentless, Shock, *Neurotoxin) | 6 | 3+ | 3/3 |
| Power Sword (Lethal 5+) | 5 | 3+ | 4/6 |
Abilities
Murderous Frenzy*NeurotoxinRelentless SlaughterExecution Order (Faction Rule)Assassin's Panoply (Faction Rule)Frenzon Surge*Bio-Meltdown3. Culexus Assassin
A 3
M 7"
S 4+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Animus Speculum | |||
| Sweeping (Rng 8", Torrent 2", Saturate, Stun) | 4 | 2+ | 3/4 |
| Focused (Piercing 1, Stun) | 5 | 3+ | 4/5 |
| Soulless Horror (*Soulless Horror, Torrent 0", Saturate, Piercing 1, Stun) | 4 | 2+ | 5/5 |
| Life-Draining Touch (Severe, Stun) | 4 | 3+ | 4/6 |
Abilities
Assassin's Panoply (Faction Rule)Psychic NullLife DrainEtherium2AP: Eye on the Abyss*Soulless HorrorExecution Order (Faction Rule)4. Callidus Assassin
A 3
M 7"
S 4+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Neural Shredder (Rng 6", Torrent 1", Silent, *Neural Disruption) | 4 | 2+ | 0/0 |
| Phase Sword | |||
| Solid (Lethal 5+, Ceaseless) | 5 | 3+ | 4/6 |
| Phased (Lethal 5+, *Phase) | 5 | 3+ | 4/6 |
| Poison Darts (Rng 8", Lethal 5+, Silent, *Poison) | 4 | 3+ | 3/4 |
Abilities
*Poison*PhasePolymorphine Evasion*Neural DisruptionPerfect ExecutionExecution Order (Faction Rule)Assassin's Panoply (Faction Rule)Equipment
Stim Injection
Once during each friendly EXECUTION FORCE operative’s activation, before or after it performs an action, if it’s not within control range of enemy operatives, you can use this rule. If you do, select one of the following:
- That friendly operative regains up to D3 lost wounds.
- Remove any changes to that friendly operative’s APL stat.
- Remove one of the following tokens that friendly operative has (before that token’s activation effects are resolved, if relevant): Neutron Fragment, Poison, Terrorchem.
Servo-skull
Once per turning point, during a friendly EXECUTION FORCE operative’s activation, you can use this rule. If you do, during that activation, that operative can perform a mission action for 1 less AP.
Having an enemy operative within its control range doesn’t prevent that friendly operative from performing that mission action. However, in such an instance, after it does so, you and your opponent roll-off. If your opponent wins, you cannot use this equipment for the rest of the battle.
Tactical Forethought
Once per battle, after rolling off to decide initiative, you can add D3 to, or subtract D3 from, your result.
Secondary Directive
When this item of equipment is selected, you can select one additional enemy operative to have a Marked for Execution token (see Execution Order Faction Rule).
Ploys
Perfect Counter
Firefight PloyUse this firefight ploy when a friendly EXECUTION FORCE operative is retaliating. You can immediately resolve one of your critical successes to block one of your opponent's critical or normal successes before any other results are resolved.
Surgical Strike
Firefight PloyUse this firefight ploy when a friendly EXECUTION FORCE operative is shooting, fighting or retaliating, after rolling your attack dice. You can change one of your normal successes into a critical success.
Elusive Target
Firefight PloyUse this firefight ploy during a friendly EXECUTION FORCE operative’s activation. Until the start of its next activation, while that operative has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2".
Swift Elimination
Firefight PloyUse this firefight ploy when a friendly EXECUTION FORCE operative is fighting during an activation in which it performed the Charge action, after you strike with a critical success. You can immediately resolve another of your normal successes as a strike (before your opponent), or one of your critical successes if there are none.
Shrouded Protocol
Strategy PloyWhenever an enemy operative is shooting a friendly EXECUTION FORCE operative, that friendly operative is obscured if it is more than 6" from enemy operatives it is visible to.
Extreme Conditioning
Strategy PloyYou can ignore any changes to the stats of friendly EXECUTION FORCE operatives from being injured (including their weapons’ stats).
Marked for Execution
Strategy PloyWhenever a friendly EXECUTION FORCE operative is shooting against, fighting against or retaliating against an enemy operative with a Marked for Execution token, that friendly operative’s weapons have the Punishing weapon rule.
Synchronised Advance
Strategy PloyEach friendly EXECUTION FORCE operative can immediately perform a free Dash action in an order of your choice. This turning point, each that does so cannot perform the Dash action during their activation. You cannot use this ploy during the first turning point.
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.
Track Enemy
InfiltrationReveal: 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.
Plant Devices
InfiltrationReveal: 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.
Steal Intelligence
InfiltrationReveal: 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.