Execution Force

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
Vindicare Assassin
A 3
M 7"
S 4+
W 12/12
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 Hunter

Exitus Ammunition: When this operative is performing the Shoot action during its activation, in the Select Weapon step, you can select one of the following Exitus Ammunition types. The selected Exitus Ammunition applies to that weapon until the end of the action. Each Exitus Ammunition can be selected only once per battle.

  • Shield-Breaker Round: this weapon has the Seek rule and for that Shoot action, the target cannot use any ability, rule or ploy that reduces or ignores the Piercing rule of this weapon.
  • Hellfire Round: this weapon has the Blast 1" rule.
  • Turbo-penetrator Round: this weapon has the Saturate rule.

Aiming (1AP): Until this operative has shot with its Exitus Rifle or until it performs a Reposition or Dash action (whichever comes first), its Exitus Rifle has the Piercing 2 rule, has 1 added to its Atk stat and whenever this operative is shooting with this weapon, enemy operatives cannot be obscured.

This operative cannot perform this action while within control range of an enemy operative.

Patient Hunter: This operative can perform the Guard action regardless of the killzone (see close quarters rules). It can perform the Guard action while it has a Conceal order, but if it does, it cannot perform more than one Shoot action for the rest of the turning point (i.e. it cannot Shoot both during the interruption and during counteract).

Execution Force, Imperium, Assassin, Vindicare
2. Eversor Assassin
Eversor Assassin
A 3
M 7"
S 4+
W 13/13
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-Meltdown

Murderous Frenzy: During each friendly EVERSOR operative's activation, it can perform two Fight actions. Each Fight action must be made with a different melee weapon (it cannot use the same weapon twice during that activation).

*Neurotoxin: Each time a critical success from this weapon inflicts damage on an enemy operative, inflict D3 damage on that enemy operative and reduce its APL stat by 1 (to a minimum of 1) until the end of its next activation.

Relentless Slaughter: Once during each of this operative’s activations, when this operative ends the Fight action, if it’s no longer within control range of enemy operatives, you can use this rule. If you do, it can immediately perform a free Charge action (even if it’s already performed the Charge action during that activation), but it cannot move more than 2" during that action. Doing so doesn’t prevent it from performing the Charge, Dash or Reposition action afterwards during that activation.

Frenzon Surge: Once per battle, when this operative is activated, you can use this ability. Change the order to Engage. Then, until the end of this activation:

  • Increase this operative’s Move characteristic to 8″.
  • This operative can perform the Charge action during the same activation in which they performed the Dash action, but not vice versa (i.e. not Charge then Dash).

After its activation, inflict 2 damage on this operative.

*Bio-Meltdown: This operative must immediately perform a free Shoot action with this weapon when it is incapacitated and it cannot be used in any other circumstance. This Shoot action can be performed while this operative is within control range of an enemy operative. Do not select a valid target. Instead, this operative is always the primary target and cannot be in Cover or Obscured.

Execution Force, Imperium, Assassin, Eversor
3. Culexus Assassin
Culexus Assassin
A 3
M 7"
S 4+
W 12/12
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)

Psychic Null: This operative can never be targeted or affected by PSYCHIC weapons and PSYCHIC actions. Whenever an operative is within 6" of this operative:

  • That operative cannot perform PSYCHIC actions or use PSYCHIC additional rules.
  • That operative cannot use PSYCHIC ranged weapons.
  • PSYCHIC melee weapons have no weapon rules and cannot have Dmg stats higher than 3/4.
  • When it activates, inflict 1 damage on that operative. If that operative has the PSYKER or CHAOS keyworks, inflict D3 damage on that operative instead. If that operative has both the CHAOS and PSYKER keywords, inflict 2D3 damage on that operative instead.

Life Drain: Whenever this operative is fighting, retaliating or performing a shooting attack, if it incapacitates an enemy operative during that sequence, it regains D3 lost wounds.

Etherium: While this operative has a Conceal order, your opponent cannot select it as a valid target unless it’s within 3" of the operative trying to target it. Note that this rule has no effect if this operative isn’t selected as the valid target, e.g. if it’s a secondary target from the Blast weapon rule.

Eye on the Abyss (2AP): Perform a free Shoot action. You can only select Animus Speculum (Soulless Horror) for this Shoot action. Place a 32mm round Horror Marker on any point on the edge of the board until the end of this action. This operative cannot perform this action while it has a Conceal order, or while within control range of an enemy operative.

*Soulless Horror: An operative can only use this weapon during the Eye on the Abyss action. If it does, do not select a valid target. Instead, shoot against each visibile operative within its Horror Zone, they are not in Cover or Obscured. Roll each sequence separately in order of closest operative to furthest. The Horror Zone is the area between the operative's current location and the Horror Marker.

Execution Force, Imperium, Assassin, Culexus
4. Callidus Assassin
Callidus Assassin
A 3
M 7"
S 4+
W 12/12
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)

*Poison: In the Resolve Attack Dice step, if you inflict damage with any successes, the operative this weapon is being used against gains one of your Poison tokens (if it doesn’t already have one). Whenever an operative that has one of your Poison tokens is activated, inflict 1 damage on it.

*Phase: Whenever this operative is fighting or retaliating with this weapon, your opponent cannot block your critical successes.

Polymorphine Evasion: As a STRATEGIC GAMBIT, once per battle and from the second turning point, you can remove this operative from the killzone. Then, place it anywhere in the killzone, but it must be more than 9" away from the closest enemy operative and it cannot be a valid target for an enemy operative.

*Neural Disruption: Each time this operative makes a shooting attack with this weapon, in the Roll Attack Dice step, for each success retained, roll one D6. On each result lower than or equal to that operative's APL, inflict 3 damage on that enemy operative and reduce its APL stat by 1 (to a minimum of 1) until the end of its next activation.

Perfect Execution: Once per turning point, you can use this rule. If you do, you can use a firefight ploy for 0CP if this is the specified EXECUTION FORCE operative (including Command Re-roll if the attack or defence dice was rolled for this operative). You cannot select the same firefight ploy for this rule more than once per battle.

Execution Force, Imperium, Assassin, Callidus

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 Ploy

Use 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 Ploy

Use 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 Ploy

Use 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 Ploy

Use 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 Ploy

Whenever 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 Ploy

You can ignore any changes to the stats of friendly EXECUTION FORCE operatives from being injured (including their weapons’ stats).

Marked for Execution
Strategy Ploy

Whenever 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 Ploy

Each 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 Destroy

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.

Dominate
Seek And Destroy

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.

Rout
Seek And Destroy

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.

Track Enemy
Infiltration

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.

Plant Devices
Infiltration

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.

Steal Intelligence
Infiltration

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.