Latex and Death
Common Abilities and Options
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.
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).
Operatives
1. Irvin Simon
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
The Vindicare Doctrine1AP: Inhuman SpeedFrom The Shadows2. Lillian Battle
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
1AP: Inhuman SpeedFrom The ShadowsThe Callidus Doctrine*Neural*Reap3. Ragzid
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
From The Shadows*NeurotoxinsThe Eversor Doctrine4. Threkreox
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
The Culexus Doctrine1AP: Inhuman SpeedFrom The Shadows5. Servo-skull (2)
A 2
M 8"
S 5+
W 3
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Autopistol (Rng 8") | 2 | 5+ | 2/3 |
Abilities
Auto-ScribeGroup ActivationMonotask-SkullHoverEquipment
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
AN ARMY OF ONE
Firefight PloyUse 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.
PARIAH’S GAZE
Firefight PloyUse 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.
STIM OVERLOAD
Firefight PloyUse 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.
LIGHTNING REFLEXES
Firefight PloyUse 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.
AN OLD TERRAN TRADITION
Firefight PloyUse 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.
POISONED BLOOD
Firefight PloyUse 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).
TERMINATION ORDER
Firefight PloyUse 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).
NO ESCAPE, ONLY DEATH
Firefight PloyUse 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.
ADVANCED ACROBATICS
Strategy PloySelect 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.
ORDER TO KILL
Strategy PloySelect 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.
THE EMPEROR’S KNIVES
Strategy PloyWhenever 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.
HYPER METABOLISM
Strategy PloyFor 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.
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.
Plant Banner
SecurityReveal: 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.
Martyrs
SecurityReveal: 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.
Envoy
SecurityReveal: 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.
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.
Flank
ReconReveal: 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.
Retrieval
ReconReveal: 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.
Scout Enemy Movement
ReconReveal: 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.