Execution Force Rulebook
Execution Force Rulebook
It is a universe you can live in today- if you dare - for this is a dark and
terrible era where you will find little comfort or hope. If you want to
take part in the adventure, then prepare yourself now. Forget the power
of technology. science and common humanity. Forget the promise of
progress and understanding. for there is no peace amongst the stars. only
an eternity of carnage and slaughter and the laughter of thirsting gods.
But the universe is a big place and. whatever happens, you will not
be missed.
EXECUTION FORCE ................................................................................................................................ 3
ACTIONS ................................................................................................................................................ 12
ACHIEVEMENTS .................................................................................................................................... 32
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In Assassinorum: Execution Force, a team of Imperial Assassins face a desperate race against
time. The players must battle an army of fanatical Chaos worshippers, using the lethal abilities
of their Assassins to cut their way through this tide of foes. Working together, they must use a
mixture of stealth and brute force to reach the evil Chaos Sorcerer Lord, Severin Drask, foiling
his daemonic ritual before it seals Humanity's doom.
Assassinorum: Execution Force is a cooperative The players can choose between moving their
board game set in the grim darkness of the 41st Assassins cautiously and stealthily or swiftly and
Millennium. The players will either all win or lose aggressively, each with its own set of risks and
together. The game is quick to learn , fast-paced rewards . Move too rapidly and your Assassins
and designed to provide players with a tough , but can find themselves outnumbered by enemy
achievable challenge. patrols , suffering fatal wounds before they can
achieve their goal.
To win the game the players must assassinate
Lord Drask, a twisted sorcerer who is beginning Assassinorum: Execution Force is also a race
a sinister ritual which would spell certain doom against time, and if you move too slowly Lord
for the Imperium of Man. However, before the Drask may complete his ritual before the
Assassins can eliminate their target they must Assassins have infiltrated the Temple of Shades .
first locate the teleportarium -the only means The Assassins will also have to contend with
of entry to Drask's Temple of Shades- as well random events . These vary from additional
as the teleportarium 's control bank . The players Renegades entering the fray to psychic events
will not know the precise location of either the that hinder the Assassins ' progress. Worse, the
teleportarium or the control bank at the start number of events increases with the Renegades'
of the game, and so their first task is to search level of alarm , meaning things can quickly spiral
the Astropathic Sanctum , avoiding or killing the out of control if you fail to keep a handle on them.
numerous Chaos Renegades on patrol. Having
done so, the Assassins must then teleport to the To succeed , the players will need to work as a
Temple of Shades and prepare to face an elite team , devising strategies and tactics that make
bodyguard of Chaos Space Marines and Lord the best use of their Assassins' unique and
Drask himself in a desperate fight to the death. deadly talents .
Assassinorum: Execution Force is a cooperative game for one to four players. The players
command a team of Imperial Assassins who must infiltrate their way through a defiled sanctum
crawling with Chaos Renegades, and eliminate their leader, Lord Drask, before he can complete
a dark ritual with dread and diabolical consequences for the Imperium of Man.
A game of Assassinorum: Execution Force, At the start of the game, the Renegades start the
also referred to as 'the mission', begins with the game On Patrol. Whilst on patrol they will move
Assassin phase , when players choose how to in semi-predictable patterns across the board ,
move their Assassins , which rooms to search searching for the Assassins. During the course
and which patrols to attack or avoid. Once the of the game, these Renegades may spot an
Assassins have perform ed their actions, th e game Assassin or otherwise become aware of their
progresses to th e Chaos phase where Drask's presence. When this occurs the Renegades
Ritual takes one step closer to completion . go On Alert; there after they will actively move
towards and attack the Assassins.
The players will also have to contend with
random events and perform actions with the If Lord Drask is assassinated before his ritual
Chaos Renegades according to a set of simple reaches completion , all of the players win the
instructions . The game alternates between these game. However, if all the Assassins are slain , or if
two phases until the game is won or lost. they run out of time, all the players lose the game.
I:I9:"111•HU~a~--
This game uses six-sided dice, which are
MODELS used when you move models, and when
• 1 Vindicare Assassin models Fight or Shoot each other. The •
• 1 Eversor Assassin symbol is used to denote a dice roll on
• 1 Culexus Assassin reference and event cards, and simply means
• 1 Callidus Assassin that you should roll a dice when performing
• 1 Chaos Sorcerer Lord that action , tactic etc.
• 1 Chaos Familiar
• 3 Chaos Space Marines MULTIPLE
• 6 Chaos Cultists with autopistols Sometimes a model will roll two or more dice
• 9 Chaos Cultists with autoguns when performing an action . This will be shown
on the reference card by two or more
BOARD SECTIONS • symbols. Roll one dice for each red square
• 3 Astropathic Sanctum board sections next to that action . When rolling several dice at
• 1 Temple of Shades board the same time, you only use the highest result.
CARDS MODIFIERS
• 4 Assassin reference cards Some actions show a modifier within the •
• 4 Chaos reference cards symbol, such asiD or iJ . Where this is shown,
• 34 Event cards add the shown number to each dice rolled to
• 12 Room cards determine your scores. This can mean you
actually roll a 7 or an 8 using a single dice!
COUNTERS
• 20 Stunned/On Alert counters RE-ROLLS
• 8 Wounded counters If an event or tactic allows an Assassin to
• 16 Tactics counters re -roll dice, you can re-roll all the dice used
during that action .
OTHER
• The Assassinorum: Execution Force
rules book
• 8 dice
There are several different models used in Assassinorum: Execution Force. The Vindicare,
Eversor, Culexus and Callidus Assassins are collectively referred to as the Assassins.
The Chaos Sorcerer Lord, Chaos Space Marines and Chaos Cultists are collectively referred
to as Renegades. The last remaining model is the Chaos Familiar. The Chaos Familiar and the
Renegades are collectively known as Servants of Chaos.
Chaos Cultist Chaos Sorcerer Lord Chaos Space Chaos Cultist Chaos Familiar
with autogun Marine with autopistol
ASTROPATHIC SANCTUM
The three Astropathic Sanctum
board sections are placed next to
each other as shown to make the
Astropathic Sanctum .
1. SOUARE
Only a single model can occupy each
square . Many squares have one or
more red arrows - these are Patrol
Arrows. These are used when moving
Chaos Renegades.
2. INFILTRATION POINT
The Assassins start the game on these
four squares .
3.0BJECT
Squares edged with red lines are
objects . These are statues, crates or
items of machinery. Models cannot
move through or see through objects.
4. UNREVEALED ROOM
There are 12 unrevealed room
locations in the Astropathic Sanctum.
Room cards will be placed on these
squares during the game as Assassins
search for the teleportarium and its
control bank.
5. WALL
Thick black lines edged in red are walls. Models
cannot move or see through wall s.
6. ENTRY POINT
The Astropathic Sanctum and th e Temple of
Shades each have a number of arrow-shaped
entry points, numbered from 1 to 6.
A. TEMPLE TELEPORTARIUM
When the Assassins have located and
activated the teleportarium in the Astropathic
Sanctum, they can transport themselves to one
of these four squares, thereby gaining access
to the Temple of Shades board.
B. RITUAL TRACKER
These 16 numbered squares make up the
Ritual Tracker, which indicates how long the
Assassins have left to complete their mission .
C. RITUAL SITE
This square is the starting location of Lord Drask.
EVENT CARDS
There are 34 event cards,
which detail random
events the Assassins
will need to contend with
during their mission.
ROOM CARDS
There are 12 room
cards, which contain the
contents of the rooms
within the Astropathic
Sanctum . As the
Assassins explore the
Astropathic Sanctum
these will be placed on
the board .
During the mission the models are placed on squares on the board to show their location. No model
can occupy a square occupied by another model. Each model must face along one side of the square
it is occupying - it cannot face diagonally. Facing is important as it will determine what the model has
line of sight to.
You will sometimes need to know the distance number of squares along the shortest path
between two models, most often when performing from one to the other, but do not count along
Shoot actions or determining if Chaos Renegades diagonals, through walls or through objects
alert each other, but some tactics and events will
also affect models within a certain range. A model is adjacent to another model when it is in
any of the four non-diagonal squares surrounding
To determine if a model is within a particular the other model, unless that square is on the
distance of another model , simply count the other side of a wall.
The Culexus Assassin is within 5 squares of the Chaos Cultists with autoguns and is adjacent to the Chaos
Cultist with autopista/. The Assassin is not adjacent to the Chaos Space Marine because it is on the other
side of a wall; the Assassin is within 3 squares of this model.
' "
••
A model can see all of the squares and models it has line of sight to. A model has line of sight to the
square in front of it (i.e. in the direction it is facing) and all of the squares in a straight line beyond it.
A model also has line of sight to the squares to the left and right of the square in front of it, and all
of the squares in a straight line beyond them . A model cannot, however, have line of sight through
a wall , object or another model and so cannot see any of the squares or models beyond them . A
model facing a wall or object has line of sight to nothing. The following show a few examples of what
squares a model does and does not have line of sight to.
The Eversor Assassin has line of sight to the squares and models marked A. It does not have line of sight to
either Chaos Space Marine; the one on the left is in a square beyond a wall and the one on the right is in a
square beyond another model. The Culexus Assassin has line of sight to the squares and the model marked
B. It does not have line of sight to any of the squares to the left or right because there are walls to the left and
right of the square in front of it. The Callidus Assassin is facing an object, and has line of sight to nothing.
Throughout the game players will encounter Whilst playing the mission
situations when it is not entirely clear how a some rules may cause a
Renegade should behave. This typically model to become stunned
happens in the Chaos phase when a Renegade for a specified duration. If a
has the choice between Shooting, Fighting or model is stunned, place a
moving towards two equidistant Assassins, or stunned counter next to it (if
between moving along two different paths of that model is a Renegade On Alert, flip its On
identical length. Alert counter to stunned instead). A model has
line of sight to nothing, and can perform no
Whenever such a situation arises, the choice of actions or tactics whilst stunned. Renegades
how to move the Renegade, or which Assassin cannot go On Alert until the effects of being
the Renegade should attack, must be made stunned have worn off.
by the players. Remember that Assassinorum:
Execution Force is a cooperative game - you all If an Assassin is stunned, remove his counter
win or all lose together, and that means working when the effects of being stunned have worn
as a team and making the right choices. off. If a Renegade is stunned, flip his counter
to On Alert when the effects of being stunned
have worn off, whether or not it was On Alert
before being stunned .
Each model has a reference card, which lists its Resilience and Stamina, as well as any actions,
abilities and tactics that it can perform during the mission.
The Vindicare, Eversor, Culexus and Callidus Assassins each have a unique reference card. One
side shows that Assassin's Resilience , Stamina and actions, whilst the reverse shows that Assassin 's
abilities and tactics.
lt!llliUIII:. ._ _ _ _ __
Primaris Tactic A.-'..&
Exitus Ammo: The Vindicare Assassin can
re-roll the dice after failing to score a Hit when
performing a Shoot with Exitus Weapon action .
Omegon Tactic A
Blind Grenade: Choose any Renegade in the
Vindicare Assassin 's line of sight that is withi n 6
sq uares. That Renegade, and all other Renegades
that are adjacent to that Renegade, are stunned
until the start of the next Assass in phase.
The Chaos Sorcerer Lord , Chaos Space Marines, and Chaos Cultists (with autopistols or autoguns)
each have a referenc e card. One side shows that model's Resilience, Stamina, actions and abilities,
whilst the reverse shows a photograph of that model.
••
Each Assassin has a number of ploys or useful
pieces of wargear that they can use during the
course of a mission that are collectively called
tactics. The tactics an Assassin can use are
2WOUNDS
listed on that Assassin 's reference card and each
Assassin starts the game with the four tactics
If an Assassin is killed it plays no further part in counters which correspond to these .
the mission. However, with the exception of the
Chaos Sorcerer Lord, Renegades that are killed
are far more disposable, and may be 'recycled'
after they have been killed.
When performing a Sprint action a 3 was rolled. The Assassin can therefore
move up to 3 squares.
When performing a Synskin Heal action a 5 was rolled. The Wound counter
next to that Assassin is therefore removed.
Fight actions are made using a model 's
weapons, such as Fight with Fists.
The Vindicare Assassin is adjacent to the Chaos Cultist with autopista! and performs a Fight with Combat
Blade action, rolling a single dice as shown on its reference card. A 2 is rolled, which is less than the Cultist's
Resilience of 4, meaning it has not Hit. The Eversor Assassin is only adjacent to the Chaos Space Marine
(one of the Chaos Cultists is in a square diagonal to the Assassin and one is on the other side of a wall). The
Eversor Assassin performs a Fight with Neuro-gauntlet and Sword action, rolling three dice. A 5, 6 and 2 are
rolled. The highest result is the 6, which is greater than the Chaos Space Marine 's Resilience of 5, resulting
in a Hit and therefore a single Wound counter being placed next to that Chaos Space Marine.
At the start of the game, the precise location of the teleportarium and its control bank are
unknown, as is the exact layout of individual rooms. As Assassins search the board, they
will discover the contents by revealing room cards. These may contain other things, such as
Renegades and objects that block movement and line of sight.
ROOM CARDS
There are 12 room cards. One of these contains
the teleportarium and one contains the control
bank. These are explained below. The remainder
contain a mixture of objects and Renegades,
which are shown by an eight-pointed Chaos Star
starting square.
CONTROL BANK
This is the control bank room card . Until the
control bank has been activated Assassins
cannot use the teleportarium . The control bank is
activated if, at the end of the Assassin phase, any
Assassin is occupying one of the four squares
bounded by the blue line. The Assassins can then
use the teleportarium in any subsequent turn.
THE TELEPORTARIUM
This is the teleportarium room card. Once the
control bank has been activated , Assassins
can use the teleportarium to transport into the
Temple of Shades. If, at the end of the Assassin
phase, any Assassins are occupying one of the
four squares bounded by the blue line, they are
removed from the board and placed onto one of
the Temple of Shade's teleportarium squares.
Assassins cannot use the Temple of Shade's
teleportarium to move back to the
Astropathic Sanctum .
The first time an Assassin has line of sight to an
unrevealed room location -that is any of the six
darkened squares bounded by a white line -that
Assassin 's action is interrupted. Shuffle the room
card deck and turn over a number of room cards
corresponding to the number written in Roman
numerals next to that location's white arrow. Then ,
select the room card with the lowest number
printed on it and place it over that location's six
darkened squares so that its arrow is aligned with
the white arrow on that location. Return all other
room cards to the room card deck.
•
• •: 1=~• =-~~ ~ ~·1 ~'1: r:.1 •J
The first time an Assassin uses the teleportarium, Whilst there are any Assassins on the Temple of
the Temple of Shades receives reinforcements: Shades board, a Renegade that enters play as
remove all Chaos Space Marines from the the result of an event card will do so using one
Astropathic Sanctum and roll three dice, one at of the Temple of Shade's entry points, instead
a time. Place one new Chaos Space Marine on of those on the Astropathic Sanctum board . If
each of the Temple of Shade's entry points that no Assassins remain on the Temple of Shades
correspond to the dice results rolled , facing the board , the Renegade will enter play on the
direction shown by that entry point 's arrow (entry Astropathic Sanctum board as normal.
points 1-4) or patrol arrow (entry points 5-6) .
If a model cannot be placed on an entry point If all surviving Assassins have teleported to the
because there is already another model there, Temple, remove all models and counters from
place it on the nearest empty entry point instead. the Astropathic Sanctum -the final phase of the
These Chaos Space Marines are On Patrol. mission will be fought solely in the Temple.
I
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A game of Assassinorum:
Execution Force, takes a
number of turns. Each turn If the Assassins kill the Chaos Sorcerer Lord, all the players
is split into two phases immediately win the mission.
as follows:
The players choose an Assassin, which may perform up to two actions. The actions an Assassin can
perform are listed on its reference card. An Assassin cannot normally perform the same action twice
during the same phase. Once an Assassin has performed its actions, the players choose an Assassin
that has yet to perform any actions this phase -this Assassin now performs its actions as described
above. Once all the Assassins have performed their actions, move onto the Chaos phase.
l~[i}~:(#I!J~I~[Il'JI~[~
• Models cannot move diagonally.
• Renegades can move through
other Servants of Chaos.
• If a Renegade would fin ish his
move on top of another Servant
of Chaos, increase the number of
squares it moves until it can be
placed in an empty square.
• If at any point during its move, a
Renegade On Patrol gains line of
sight to an Assassin, it stops and
goes On Alert.
• Renegades cannot move onto any
unrevealed room location square.
• If it is not possible to move a
Renegade for any reason, it does
nothing this phase.
A 2 is rolled when moving the Chaos Cultist with autopista/. The model is moved forward two squares, reaches a square with a
Patrol Arrow, and is turned to face that direction.
A 3 is rolled when moving the Chaos Cultist with autogun. This model is moved forward two squares and reaches a square with two
Patrol Arrows. A second dice is rolled to determine which direction the model will turn to face, resulting in a 1, which in this case
indicates the Patrol Arrow facing down. The model is turned to face this direction and then moves forward with its remaining move.
A 5 is rolled when moving the Chaos Space Marine. After moving four squares, however, the Chaos Space Marine turns to face the
direction shown by the Patrol Arrow and gains line of sight to an Assassin. The Chaos Space Marine stops moving and an On Alert
counter is placed next to it.
In an order chosen by the players, each Renegade On Alert, including those that have gained their
On Alert counter this Chaos phase, performs actions according to the following questions and
instructions (start here):
This is the end of the rules section of this book. You have now read all you require in order to
play a game of Assassinorum: Execution Force. Turn over to explore the terrifying background
against which Assassinorum: Execution Force is set and learn more about the Imperial Assassins
and their diabolic foes.
When an Imperial governor rebels, or a particularly powerful psychic heretic arises, an Imperial
Assassin will be sent to put an end to the threat. To deploy an entire Execution Force, four
Assassins working as one, is rare indeed. Such a response requires a danger so great it
threatens the Imperium as a whole. A threat like the Achyllan Atrocity ...
As the 41st Millennium draws to a close, Sorcerer Lord Severin Drask seeks to sacrifice
Abaddon, Warmaster of Chaos, gathers his forces the Achyllan System's star, Achylitus, and
within the Eye of Terror. He plans to lead a final , use its power to transform the entire system
devastating attack upon the Imperium of Mankind, into a vast daemonic gateway. He will use the
to destroy it once and for all. This is no easy powers of an ancient Chaos shrine, known as
task, for the Emperor's realm is mighty, its armies the Temple of Shades, to shackle Achylitus'
vast and its defences many. To weaken his blazing heart and tear it out. As the star dies, so
foe , Abaddon has tasked the Daemon-haunted the Achyllan System will be plunged into dark,
Chaos Space Marines known as the Crimson icy oblivion , billions dying to pave the way for
Slaughter to sow terror before his advance. These Drask's apocalyptic ascension. Space and time
maddened renegades have taken to their task will tear asunder, and the insanity of the Warp will
with relish, perpetrating one horrific massacre billow forth on a scale not seen since the Eye of
after another. Terror exploded into being. The energies of the
Empyrean, Chaos unfettered, will erupt from this
Now the Crimson Slaughter's campaign of terror rent, creating a Warp storm that will swallow the
has reached new depths of depravity. The most Achyllan System whole.
powerful sorcerer of the Crimson Slaughter,
Severin Drask, aims to enact a diabolical plan
that will see him ascend to daemonhood at the
cost of countless lives. In the Achyllan System, on
the edge of the Segmentum Solar, this evil Chaos
worshipper hatched a plan to unleash horrors on
an unimaginable scale.
Needless to say, no matter the cost, the Imperium
cannot allow this to happen. Should the Achyllan
Atrocity come to pass, it will allow Abaddon to
strike at Holy Terra itself. The newborn Warp rift
will allow tides of Daemons to spill into the fringes
of the Imperium 's heartland. Worse, it will also act
as a portal , a doorway through which Abaddon 's
vast invasion fleet may pass at will.
Infernal beings of dark and limitless power, the skulls . Only through savage butchery can the
Gods of Chaos rule over the hellish nether-realm Crimson Slaughter silence the voices, drowning
of the Warp. Always, these dark brothers seek to them out in a deluge of blood . It is this desperate
corrupt mortal beings, for through devotion and need to butcher all in their path , alongside the
sacrifice do the powers of the Chaos Gods grow. terrifying poltergeist manifestations of their
Greatest amongst their mortal servants are the possessor Daemons , for which the Crimson
Chaos Space Marines, once humanity's most Slaughter are so rightly feared.
selfless protectors, now reduced to corrupt and
power-hungry renegades by the will of the Gods.
Hundreds of Chaos Space Marine warbands
menace the galaxy. Many of them reave and
pillage at the command of their Warmaster,
Abaddon the Despoiler, with names such as the
Black Legion , the Word Bearers and the Iron
Warriors feared throughout the Imperium. In
recent years, the name of the Crimson Slaughter
has joined this roll of infamy. Once known as the
Crimson Sabres, these former heroes fell into
damnation after being cursed to suffer a terrible
daemonic haunting. They are plagued by voices,
a muttering , whispering tide that slowly grows to
a howling crescendo of madness fit to burst their
The Imperium sprawls across the galaxy from Sororitas, the warrior-mystics of the Grey Knights
end to end , a million worlds all labouring beneath - all fight for the Imperium against a never-ending
the yoke of masters both distant and merciless. tide of foes. Still , it is a war that the Imperium is
Though powerful beyond measure, the Emperor's slowly, inexorably losing, for in such desperate
realm is beset upon all sides by aliens , mutants days simple heroism is not enough . Fortunately
and heretics. Fortunately, the Imperium has for humanity the Emperor has other weapons
warriors beyond count with which to wage its in his arsenal , elite killers for whom such noble
wars. The soldiery of the Astra Militarum take concepts as heroism are entirely meaningless.
to the field in their billions, a sledgehammer fit
to crush any foe . The towering war engines of
the Adeptus Titanicus and the knightly houses
stride to battle, the ground shaking at their tread.
Chapters of superhuman Space Marines drop
from the skies to crush the Imperium 's greatest
foes in sudden , overwhelming strikes. The Ordos
of the Inquisition, the Battle Sisters of the Adepta
Even the massive armies of the Imperium cannot be everywhere at once, and there are some
situations that no amount of brute force will resolve. On such occasions, the Imperium turns
instead to the agents of the Officio Assassinorum. Rigorously trained, veiled in shadow, rumour
and fear, these terrifying figures are death incarnate.
i I
Adeptus Admlnistratum
~~~
A ' Officio Assassinorum
l::t:4U1~11~~1f•l·---·
Zhau 's exitus pistol has the power to punch
a grown man through an armaplas wall. The
recoil from an exitus pistol is such that only a
Vindicare 's enhanced musculature allows him
to fire the weapon one-handed . Viktor Zhau , of
course, has no problem doing so, his accuracy
and rate of fire so great that he can empty the
weapon 's clip, every shot a kill , before his victims'
guns have even cleared their holsters.
l::t:UU~11ill~·-------------·
Operative Zhau 's exitus rifle is his foremost weapon . Perfectly balanced , individually crafted for Zhau
alone, this rifle never jams, never overheats, never fails or falters. Its machine spirit is sleek and
murderous, an echo of the man who wields the weapon , and in its owner's capable hands this rifle
has sealed the dem ise of countless heretics. With the phenomenal killing power to punch through
ceramite plate, the exitus rifle can drop a Chaos Space Marine with a single well -placed shot.
Shape-shifting masters of misdirection, Callidus Assassins kill with stealth and cunning. Using a rare and
specialised drug called polymorphine, they mould their bodies into different shapes, the better to get close to their
target before striking the killing blow.
In sealed pockets across her synskin bodyglove, Operative Rhasc keeps an array of envenomed
needles, each several inches long and wickedly sharp. The toxins on these miniature blades are
enough to drop a full-grown Ogryn in seconds, and Rhasc is an expert at slamming them point-first
through eye-slits, armour joints and other weak spots to ensure her victim 's swift demise.
Each Callidus' phase sword is optimised to reflect their favoured combat stance and personal
strengths, but they all take the form of an elongated punch-dagger. Their deadly blades are thought'
to utilise alien technology, though the Callidus Temple keeps their nature a close secret. Like all of its
kind , Operative Rhasc's phase sword shimmers in and out of phase with reality, allowing it to plunge
clean through armour, flesh and bone as though they were not there at all.
l•l:t!l~:llf!,llll _ _ _ __
The death card is a flourish peculiar to Operative
Rhasc, a surprisingly effective tool of terror. She
places these psychoplas wafers on the corpses
of those she has slain , slipped between the stiff
dead fingers or gritted teeth of her victims. When
touched by living flesh , the cards flicker to life.
They project a hololith of the victim's face in
their moment of death, complete with a looped
recording of their agonised screams.
Eversor Assassins are stimm-crazed berserkers, possessed of both superhuman strength and speed. They can
punch a bunker door off its hinges, tear a Chaos Space Marine's head from his shoulders, and shrug off even the
most grievous wounds with terrifying ease.
lil1l'''~=-:J..1'-"l11:l•1•················
The blade of this sword is enveloped in a molecular dissonance field that tears victims apart on an
atomic level. Fashioned for Torq's hands alone, the weapon's superdense core weighs thrice that of
any comparable sword. Thanks to Torq's stimm-enhanced strength, it allows his every blow to hit like
a wrecking ball , with no appreciable encumbrance whatsoever.
The Culexus Assassin is fear incarnate. He is the nameless dread that haunts the shadows, the terror that lingers
on the edge of his victim's gaze. With a glare he can still a man's heart, while psykers exposed to his presence are
driven to madness by sheer terror.
The synskin of Culexus Assassins Operative Kord carries with him a bandolier of psyk-out
incorporates a nodal layer called the grenades. These potent weapons contain pressurised
etherium . This strange technology canisters of psi-refractive particles that billow forth in
shifts the wearer out of phase with crackling clouds when the grenade explodes. Most victims
reality, making them appear ghost-like caught in such a cloud collapse, all conscious thought
and insubstantial. With his etherium driven from their minds. The effect is far worse for psykers,
activated , Operative Kord becomes a however, their powers fractured and turned inwards to tear
ghostly retinal after-image, flickering bloody gouges in their psyche.
toward the foe as though projected
upon a faulty pict-reel. When required ,
Kord can simply vanish altogether,
prowling through the midst of his
enemies and reappearing only when
doing so will reap the greatest harvest
of terror.
You can use this page to record your achievements the first time you successfully win a game of Assassinorum:
Execution Force- simply write down the date you first completed the mission and any other player who joined you
in your victory. If you want a tougher challenge, why not replay the mission whilst attempting to achieve one or
more of the other achievements listed here? Some require simple adjustments to the core rules that will make your
mission harder to achieve. It may take several games and a lot of skill and luck to achieve them all.
l'•'J: 1•. :t !l'N.:.,; il ~ r.:.@.:.fl ~I=-
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Every issue is jammed full of content for our games.
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and playing Warhammer 40,000, then you'll find each
issue of White Dwarf an invaluable resource.
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more available. Will you take up the challenge and step into the unforgiving Dark Millennium?
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Assass inorum: Execution Force© Copyright Ga mes Workshop Limited 201 5. Assass in orum : Exec ution Force , GW, Games Workshop, Space Marine, 40 K, Warhammer, Warhammer 40 ,000, the
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British Catalogu ing· in · Publication D ata. A catalog ue reco rd for thi s book is avai la ble from the British Library. Pictures used for illustrati ve purposes on ly.
Certain Citadel products may be dangerous if used incorrectly and Games Workshop does not re commend them for use by children under the age of 16 wit hout ad ult supervision .
W hatever your age , be ca reful whe n using glu es, bl aded equipme nt a nd sprays a nd ma ke sure that you read and follow the instructions on the packaging.
This page collects handy reference material for use during your games of Assassinorum: Execution Force. If you need
the full rule, see its entry inside this book.
· The Assassin Phase: Each Assassin takes two actions. • An Assassin moves into a square within the
· The Chaos Phase: Renegade's line of sight.
- Move Chaos Familiar: One space along the Ritual Tracker. • An Assassin Shoots or Fights the Renegade,
- Draw Event Cards: Draw 1 plus 1 for each Renegade On but fails to kill him.
Alert, up to a total of 4. • Another Renegade makes a Reaction Attack
- Renegades on Patrol: Each moves 06 squares along its within 6 squares of the Renegade.
patrol route. • Another Renegade is killed within the Renegade's
- Renegades on Alert: See below. line of sight.
- Raise the Alarm: Renegades within 6 squares of a
Renegade who made a Shoot or Fight action go On Alert.
Can't decide which plastic Imperial Assassin you want the most? Get all four, along with a
host of Chaos Space Marines (and their lackeys) in Assassinorum: Execution Force,
available in store and online at games-workshop.com while stocks last.
,~
f
",
Assassinorum: Execution Force is the To coincide with this issue of White Dwarf
Above: Assassinorum:
Execution Force contains board game that recreates the desperate the Studio rules team have provided some
all four Imperial Assassins mission to halt a murderous Chaos ritual. additional game Achievements (we
(Vindicare, Eversor, Up to four players take the role of an suspect they just wanted a chance to
Callidus and Culexus).
three Chaos Space Execution Force in their race against time spend the day playing the game). We are
Marines, 15 Chaos to defeat the Crimson Slaughter aboard delighted to present these here: just cut
Cultists, a Chaos Sorcerer their haunted space station. out the page opposite (or photocopy it for
Lord in Terminator
armour, a Chaos Familiar, your own use) and keep it in your box with
two game boards and all The game is great fun, especially for the rest of your Execution Force game.
the dice, cards and groups of friends, and teamwork is the key
tokens you need to play.
to victory. Once you've triumphed over the Some of these Achievements require
All the models in the set forces of Chaos, the fun doesn't end there. simple adjustments to the rules that will
can be used in
Warhammer 40,000, too. Execution Force includes an achievement make the mission harder to achieve, even
It doesn't take a list, and accomplishing these adds hours for veteran players. It may even take
Departmento Munitorum of fun to your games. Each one changes several games and a lot of skill and luck to
adept to realise what
tremendous value you the dynamics of the game, making the achieve the more difficult ones, and only a
get with this game. enemies more dangerous or reducing the true master of the Officio Assassinorum
time you have to complete the mission. has any chance of achieving them all. ~
16 WHITE DWARF
r
© Copyright 2015 Games Workshop Ltd. Allrights reserved. Permission granted to photocopy for personal use only.
WHITE DWARF 17
ASSASSlnORUM: DAEMOnlCUS
An Assassinorum Execution Force has been despatched to kill the Chaos Sorcerer Lord
Severin Drask before he can open a devastating Warp rift. Yet as the Assassins enter his
lair, they find their mission has become much harder. Lord Drask, it seems, has ascended ...
24 WHITE DWARF
• Shoot with
Warp Gaze
• Fight with
Daemonic Talons
The Daemon Prince occupies four squares rather Once the Chaos Familiar reaches the square
than one. At the start of the game, he is placed so marked with a number 8, Drask's followers are
that he covers the central square of the ritual site gifted with a small measure of clairvoyance for
and the square marked with the number 16 - the rest of the game. Immediately after a Patrol or
meaning that the assassins only have 15 turns to Elite Patrol event card is resolved, a second
complete their mission! He is rooted in place with Renegade of the same type arrives on the board
tendrils of dark power, his daemonic as follows:
transformation not yet complete, so he cannot
move other than to turn on the spot. Roll three dice. Each entry point that matches one
of the numbers rolled is a potential entrance.
Place the Renegade at the potential entrance
which is closest to an Assassin, facing the
direction shown by the entry point's arrow. For
example, if you rolled a 2, a 3 and a 6, entry
points 2, 3 and 6 would be potential entrances,
and you would set up the Renegade at whichever
of them is closest to an Assassin.
© Copyright 2015 Games Workshop Ltd. All rights reserved. Permission granted to photocopy for personal use only.
COVER FEATURE
These rules allow you to playa game of Assassinorum: Execution Force using Chaos
Daemons from your collection, otherworldly allies who are bolstering the Chaos Renegades
in an attempt to make Lord Drask's evil plan come to fruition. Fighting your way through
Daemons in addition to the usual Chaos Cultists and Chaos Space Marines in order to face
Lord Drask is no easy task, and should provide even veteran players of Assassinorum:
Execution Force with new and interesting challenges.
It is very simple to incorporate Daemons into Daemons have their own reference cards, shown
your games of Assassinorum: Execution Force. overleaf, but otherwise behave like any other
If you wish to do so, each time a Chaos Cultist Renegades, moving On Patrol, going On Alert,
(with either an Autogun or an Autopistol) is Raising the Alarm and so on. Note that with the
placed on the board, roll two dice and add the exception of Pink Horrors, Daemons do not have
scores together. If the result is a 6, 7, 8 or 9, any ranged weapons, and so will not attempt
then instead of placing a Chaos Cultist you to Shoot Assassins - skip the step when you
should place a Daemon according to the table check whether an Assassin is within 6 squares
below if you have the appropriate model in your of a Renegade and within its line of sight when
collection (on any other score the Chaos Cultist determining how a Daemon without ranged
is placed as normal): weapons behaves. Also note that Daemons do
not have the Reaction Attack ability - each type
of Daemon has its own bespoke ability instead,
which is listed on its reference card.
Dice Score Daemon
6 Daemonette
F::
7 Plaguebearer
8 Bloodletter
9 Pink Horror
~ !!I -",.
THE TEMPLE OF SHADES
The Daemons that appear in the Temple of
Shades are typically more powerful than those in
the Astropathic Sanctum. If a Daemon is placed DAEMONIC CHAMPIONS
on the board, roll another dice and consult the Alluresses, Bloodhunters, Plagueriddens
table below to see what kind of upgrade it has: and Iridescent Horrors are the toughest and
most dangerous of their kind. Daemonic
Champions have Stamina 2, instead of
Dice Score Daemon Stamina 1.
Below you'll find the reference cards for the different types of Daemon; remember that Daemons don't make
Reaction Attacks, but rather have their own bespoke abilities. You may wish to photocopy them, cut them
out and glue them to card, to keep with the other cards in your copy of Assassinorum: Execution Force.
© Copyright 2016 Games Workshop Ltd. All rights reserved. Permission granted to photocopy for personal use only.
© Copyright 2016 Games Workshop Ltd. All rights reserved. Permission granted to photocopy for personal use only.