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Execution Force Rulebook

with WD 99, 95, 65

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David Ortiz
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0% found this document useful (0 votes)
146 views44 pages

Execution Force Rulebook

with WD 99, 95, 65

Uploaded by

David Ortiz
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 44

or more than a hundred centuries the Emperor has sat

F immobile on the Golden Throne of Earth. He is the Master


of Mankind by the will of the gods and master of a million
worlds by the might of his inexhaustible armies. He is a
rotting carcass writhing invisibly with power from the Dark Age of
Technology. He is the Carrion Lord of the Imperium, for whom a
thousand souls die every day. for whom blood is drunk and flesh eaten.
Human blood and human flesh - the stuff of which the Imperium is
made. To be a man in such times is to be one amongst untold billions.
It is to live in the cruellest and most bloody regime imaginable. This is
the tale of those times.

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

THE MISSION ........................................................................................................................................... 4

THE MODELS ........................................................................................................................................... 5

COMPONENTS OF THE GAME .............................................................................................................. 6

GENERAL PRINCIPLES .......................................................................................................................... 8

REFERENCE CARDS ............................................................................................................................ 10

ACTIONS ................................................................................................................................................ 12

SETTING UP THE GAME ....................................................................................................................... 14

PLAYING THE GAME ............................................................................................................................ 16

THE ACHYLLAN ATROCITY ................................................................................................................. 20

DARK MILLENNIUM .............................................................................................................................. 22

OFFICIO ASSASSINORUM ................................................................................................................... 23

THE VINDICARE ASSASSIN ................................................................................................................. 24

THE CALLIDUS ASSASSIN ................................................................................................................... 26

THE EVERSOR ASSASSIN ................................................................................................................... 28

THE CULEXUS ASSASSIN .................................................................................................................... 30

ACHIEVEMENTS .................................................................................................................................... 32

PRODUCED BY THE GAMES WORKSHOP DESIGN STUDIO

Assassinoru m: Execution Force © Copyright Games Workshop Li mited 2015. Assassinorum: Exec ution Force GW, Games Wo rkshop, Space Marine, 40K,
Warhammer, Warham mer 40,000, the 'Aquila' Double- headed Eagle logo, and all associated logos, illustrations, images, names, creatures, races , vehic les,
locations, weapons, characters, and the distinctive likenesses thereof, are either ® or TM , an d/or© Games Workshop Li mited, variably reg iste red around
the wo rld. All Rights Reserved.

No part of this publication may be reprod uced, stored in a retrieval syste m, or transmitted in any form or by any means, electronic, mechanical ,
photocopying, recording or otherwise, without the prior permission of the publishers.

Th is is a work of fiction. All the characters and events portrayed in this book are fictional, and any rese mblance to real people or incidents is
purely coinciden tal.

British Cataloguing-in- Pub licatio n Data. A catalog ue record for th is book is available fro m the British Library. Pi ctures used for illustrative purposes only.

Certain Ci tadel prod ucts may be dangerous if used inco rrectly and Games Works hop does not recommend them lor use by ch ildren under the age of 16
with out adult supervisio n.
Whatever yo ur age, be ca refu l when using glues, bladed equ ipment and sprays and make sure that you read and follow the in stru cti ons on th e packag in g.

Games Workshop Ltd, Will ow Rd , Lenton, Nottingham, NG7 2WS


Pri nted by Wing Hung, in China

www.games-workshop.com
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.

Vindicare Assassin Eversor Assassin Culexus Assassin Callidus Assassin

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.

THE TEMPLE OF SHADES


This board is the Temple of Shades.

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 .

CHAOS REFERENCE CARDS ASSASSIN REFERENCE CARDS


There are four different Chaos reference There are four different Assassin reference
cards, one for each type of Renegade . cards, one for each Assassin.

WOUND COUNTERS TACTICS COUNTERS STUNNED/ON ALERT COUNTERS


These double-sided counters are Each Assassin starts the game with These double-sided counters are placed
placed next to models when they have four tactics counters. These should next to models when they are stunned or,
suffered a Hit. Flip the counter over if match the tactics described on the if they are a Renegade, when they are
the same model suffers a second Hit. back of that Assassin 's reference card. On Alert.
Before describing all the ways that models can infiltrate through the board and kill each
other, it is useful to define a few simple terms and explain a few basic principles that are used
throughout the remainder of this rules book.

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.

not yet moved thi s turn, his Shoot with Exitus


Weapon action has no maximum range, is
resolved with m m'
instead of and will cause two
Wounded counters to be placed on a Renegade
that is Hit, in stead of ju st 1.

Stealth Suit: Renegades do not have line of sight


to the Vindicare Assassin if the distance between
them is greater than six squares.

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.

time in each phase that an


Assassin moves or sprints
into an unoccupied square
that is within 6 squares
and the line of sig ht of a
Renegade who is On Alert •
.th at Renegade will perform
one free Shoot action at the
Assassin. If that square is
to the Renegade.
that Renegade wi ll perform
·one free Fight action instead.
This is the dice score an attacking model needs Each Assassin has two special abilities. These
to Hit this model; place a Wound counter next to a are unique actions and/or advantages that take
model each time it suffers a Hit. the form of beneficial exceptions to the main
rules , so read them carefully to get the most out
of your Assassin .
Each model starts the mission with a number
of Stamina points. Once the number of Wound Renegades all have the Reaction Attack ability -
counters next to a model is equal to its Stamina, which means they may get a free Shoot or Fight
it is killed and immediately removed from the action at Assassins who move in their line of
board - remove all of that model's counters at the sight, so read the Renegades' reference cards
same time. carefully lest your Assassins fall foul of them .

••
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.

Tip: Chaos Cultists only have a single point of


Stamina, which means the first Hit they suffer
during the mission will kill them. As a result,
there's little point placing a Wound counter next to
a Chaos Cultist just to have to remove it straight
away when the model is removed from the board
- it's far quicker just to remove the unfortunate
Cultist when it suffers a Hit. Each Assassin has a Primaris Tactic, which they
can use up to three times during the course of a
mission, and an Omegon Tactic, which they can
These show the different actions a model can only use once during the entire mission. Primaris
perform during their turn. Tactics are represented by white tactics counters,
and Omegon Tactics with red tactics counters.
Assassins can perform up to two actions during
their turn , and they cannot normally perform the You can use a tactic at any point during your
same action twice in the same turn. Assassin 's turn , such as after rolling the dice to
perform an action, but each Assassin can only
All Assassins can perform Move, Sprint or use a single tactic once during each turn. Using a
Synskin Heal actions, which are described over tactic does not count as performing an action , so
the page . Each Assassin also has two other you could , for example, Move, then Shoot, then
actions; one of these will be a unique type of use a tactic.
Shoot action, and the other will be a unique type
of Fight action. These use different numbers of When you use a tactic, perform the instruction
dice and apply different modifiers, so check your detailed for that tactic on that Assassin's
reference card before choosing the best way to reference card and then discard one of the
eliminate your target. relevant tactics counters- once they 're used up
though , they 're gone forever.
Renegades use actions in a different way to
Assassins -this is described in the Chaos phase
beginning on page 16. Each Renegade also has a
unique Fight and Shoot action , which shows how
much of a threat they are at range and in melee .
Here you will find the rules and examples required to perform actions with Assassins and
Chaos Renegades. The actions an Assassin can perform are listed on that Assassin's reference
card. See the Chaos phase for more details on performing actions with Renegades.

The Assassin can move


forwards up to 6 squares
when performing a Move
action . Assassins cannot
move diagonally but can
turn to face any direction
at any point during their
Move. Assassins can move
through a square occupied
by another Assassin , but
cannot end a move on the
same square as another
model. Assassins cannot
move through walls, objects
or squares occupied by the
Servants of Chaos.
When performing a Move action, an Assassin can move up to six squares.
An Assassin cannot move diagonally or through walls.

a Move action , except that


the Assassin rolls a dice
and moves up to that many
squares , instead of simply
moving 6.

An Assassin can perform a


Move and Sprint action in the
same turn .

When performing a Sprint action a 3 was rolled. The Assassin can therefore
move up to 3 squares.

Roll a dice: on the roll of a 2,


3, 4, 5 or 6 that Assassin 's
synskin successfully heals
them . Remove a Wound
counter from that Assassin.

On the roll of a 1, that


Assassin 's attempt to heal
has failed .

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.

A model can Fight an adjacent model


if it is facing that model ; remember
that models on diagonals and models
on opposite sides of a wall are not
adjacent to each other. Assassins
can turn to face any direction before
performing a Fight action .

To Fight, roll the number of dice


shown beside that model 's particular
Fight action , which can be found on
its reference card. If, after modifiers
and re-rolls, the highest dice result
is greater than or equal to the target
model's Resilience, that model suffers a
Hit- place a Wound counter next to it.

If an Assassin Fights a Renegade that


is On Patrol , but does not kill it, that
Renegade will immediately go On Alert.

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.

Shoot actions are made using a model 's


weapons, such as Shoot with Boltgun .

A model can Shoot another model


it has line of sight to if it is within 6
squares of that model. Assassins
can turn to face any direction before
performing a Shoot action. A model
cannot perform a Shoot action if there
is an enemy model adjacent to it.

To Shoot, roll the number of dice


shown beside that model 's relevant
Shoot action , which can be found on
its reference card. If, after modifiers
and re-rolls, the highest dice result
is greater than or equal to the target
model's Resilience, that model suffers a
Hit- place a Wound counter next to it.

If an Assassin Shoots a Renegade that


is On Patrol, but does not kill it, that
Renegade will immediately go On Alert.
The Eversor Assassin has line of sight to the Chaos Cultist with autopista/, which is within six squares, and
performs a Shoot with Executioner Pistol action, rolling two dice. A 1 and a 3 are rolled. The highest result is
the 3, which is less than the Chaos Cultist 's Resilience of 4, meaning it has not Hit. The Cu/exus Assassin
has line of sight to the Chaos Cultist with autogun, which is within six squares. The Culexus Assassin
performs a Shoot with Animus Speculum action, rolling two dice. A 5 and 6 are rolled. The highest result is
the 6, which is greater than the Chaos Cultist's Resilience, resulting in a Hit and a single Wound counter
being placed next to that Chaos Cultist (which, as the Cultist has one point of Stamina, results in its death).
Start by placing the three segments of the points corresponding to the dice results rolled ,
Astropathic Sanctum together as shown on pages facing the direction shown by that entry point's
6-7. Place the Temple of Shades board near to arrow. If a Chaos Cultist cannot be placed on
the Astropathic Sanctum. an entry point because there is already another
model there, place it on the nearest empty entry
All four Assassins are used in a game; the players point instead. The Chaos Sorcerer Lord starts on
decide who will control which during the course his Ritual Site square in the Temple of Shades,
of the game. The players take the reference facing the direction shown by the longest arrow.
cards and tactics counters corresponding to their Place the remaining models nearby, along with
Assassin(s). The Assassins start the game on the the dice and counters for use later.
four Infiltration Point squares.
Shuffle the event cards and place them and the
Roll four dice, one at a time. Place a single Chaos room cards face down in two separate decks in
Cultist with an autogun on each of the entry easy reach. You are ready to begin the mission.

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.

All room cards are numbered and have an


alignment arrow. These are used when revealing
room cards; the numbers are used to determine
which room card is placed when you are asked
to turn over several cards, and the arrow shows
how to place the card on the game board in the
correct orientation.

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.

If any of the squares on the room card have


one or more Chaos Star starting squares, place
one Chaos Cultist with an autogun on each of
those squares, facing the direction shown by the
longest arrow. If there are no Chaos Cultists with
autoguns available, place one with an autopistol
instead. If there are no remaining Chaos Cultists
with autopistols available either, no Renegade
is placed . To represent the element of surprise,
Renegades placed on room cards are stunned
(pg 9) until the start of the next Assassin phase,
when their counter is flipped to On Alert.

After revealing a room card, the Assassin can


then continue their action.

Renegades cannot move onto any of the darkened


squares bounded by white lines (unrevealed room
locations). Until a room card has been placed ,
they must move around these squares.

Whilst performing a Move action, the Vindicare


Assassin gains line of sight to a room . The Assassin's
move is interrupted and the room card deck is
shuffled. The top three cards are turned over, in this
case the rooms numbered 6, 2 and 4. The lowest
numbered room is 2, and that card is then placed on
top of the room icon the Assassin has just gained line
of sight to, with its arrow facing the same direction
as that shown on the board. A Chaos Cultist with
autogun is then placed on the Chaos Star square,
facing the direction shown by the longest arrow, and
a stunned counter is placed next to it.


• •: 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
I )
I
I I /
(I I
I

: ;
I

:
I
I
I
I ) II /

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 Assassin phase I•!Jiil~~·:l:l~l~[i]~----


• The Chaos phase AII the players lose the mission if all the Assassins are killed or if
the Chaos Familiar reaches square 16 on the Ritual Tracker.

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.

r.!.,. ~ ;l.l ~ ~11 ~~I :(eJ.!., •J


All Renegades that enter play from an entry • An Assassin moves into a square within the
point are said to be 'On Patrol' and will move Renegade's line of sight.
in set patterns. As Assassins perform actions, • An Assassin Shoots or Fights the Renegade,
they may alert Renegades. When a Renegade but fails to kill him.
is On Alert, it will seek out and attack • Another Renegade makes a Reaction Attack
Assassins. Place an On Alert counter next to a within 6 squares of the Renegade.
Renegade that goes On Alert. A Renegade On • Another Renegade is killed within the
Patrol will immediately go On Alert if any of the Renegade's line of sight.
following happen:

The Chaos phase is split into five steps, which


are completed in order according to the summary
shown here. After the Raise the Alarm step has • Move Chaos Familiar
been completed, start the next turn . • Draw Event Cards
• Renegades On Patrol
• Renegades On Alert
• Raise the Alarm

The Ritual Tracker is shown by 16


numbered squares in the Temple of
Shades. At the start of the first Chaos
phase, place the Chaos Familiar on
square 1; this model cannot be killed
or stunned during the game. At the
start of each subsequent Chaos phase,
move the Chaos Familiar to the next
numbered square; if this square is
occupied by another model, move the
Chaos Familiar to the next unoccupied
numbered square.

If the Chaos Familiar reaches square


16, the players lose the game. If square
16 is occupied by another model when
At the start of the Chaos phase the Chaos Familiar moves along
the Chaos Familiar tries to move into it,
to the next unoccupied numbered square.
the players also lose the game.
Draw one event card and resolve its effect(s) .
Then count the number of Renegades who
are currently On Alert (i.e. count the number of
On Alert counters currently on the Astropathic
Sanctum and Temple of Shades), and draw and

Stridi~J t~rough the shimmeri ng half·light of a Warp·cursed
Swor , t e traitorous Cnmson Slaughter are on th e hunt
omewhere out th ~re , their J?rey are hunting them in turri
\~eadl yhgam e of kill or be killed taking place through the
resolve this many extra event cards , one at a wn ing s adows. Yet the renegades do not fear· th k
that they are death incarnate, and none can stand 'be~e ~~:'m.
time, up to a maximum of three additional event
Place ~Cha?s Space Marine on entry point1 , facing the
cards per Chaos phase . ~rectlon shown by the entry point's arrow.

If the Chaos ~pace Marine cannot be placed on entr


This event card instructs you to place a new Chaos J'OI~t1dplace 11 on the closest unoccupied entry poilt
Space Marine model on entry point 1. Ins ea . No Chaos Space Marine is placed if all entr
pomts are occupied or there is no Chaos Space Mari~e
model available.

In an order chosen by the players ,


select a Renegade On Patrol and roll
a dice; that model moves that many
squares straight forward.

Each time a Renegade On Patrol


moves into or over a square with a
Patrol Arrow, assuming he does not
gain line of sight to an Assassin, turn
the Renegade to face the direction
indicated before continuing with any
remaining movement. If a square has
more than one Patrol Arrow, roll a dice
to determine which way the model will
turn to face, as shown on the square.

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):

Turn the Renegade


to face an adjacent
Assassin and then Fight
that Assassin.

The Renegade Shoots


at the closest Assassin it
has a line of sight to.

The Renegade may


perform no further actions
this turn.

If, when you choose a Renegade


On Alert to perform actions with ,
there are no Assassins present on
the same board as that Renegade
(or if the only Assassin on the same
board is the Callidus Assassin under
the effects of her polymorphine
tactic) that Renegade will do nothing
during that Chaos phase.

All Renegades who were within 6


squares of a Renegade On Alert who
performed a Fight or a Shoot action
this phase will now go On Alert.

During the Renegades On Alert step, the


Chaos Cultist with autopista! performed
a Shoot action. The Chaos Cultist with
autogun is within six squares, and so an
On Alert counter is placed next to it during
the Raise the Alarm phase.
The Chaos Cultist with autopista/ is not adjacent to an Assassin, the Cultist turns to face that Assassin and
Assassin, nor is there an Assassin within six squares performs a Fight with Fists action, rolling a single
and the Cultist's line of sight. The Chaos Cultist dice. A 4 is rolled, which is less than the Assassin's
has not yet moved in this Chaos phase so a dice is Resilience of 6, meaning it has not Hit. The Cultist
rolled- resulting in a 2- and the Cultist moves two cannot perform any more actions this turn.
squares towards the closest Assassin. After moving,
The Chaos Space Marine is not adjacent to an
the Cultist is still not adjacent to any Assassin and
Assassin, but there is an Assassin within six squares
still does not have line of sight to any Assassin. The
and within the Chaos Space Marine 's line of sight.
Cultist therefore cannot perform any more actions
The Chaos Space Marine therefore performs a Shoot
this turn.
with Bolter action, rolling 2 dice and adding 1 to each
The Chaos Cultist with autogun is not adjacent to an result as shown on its reference card. A 1 and a 5
Assassin, nor is there an Assassin within six squares are rolled, which are modified to a 2 and a 6. The
and the Cultist's line of sight. The Chaos Cultist highest result is the 6, which is equal to the Callidus
has not yet moved in this Chaos phase so a dice is Assassin 's Resilience, resulting in a Hit and a single
rolled- resulting in a 4 - and the Cultist moves three Wounded counter being placed next to that Assassin.
squares towards the closest Assassin, stopping The Chaos Space Marine cannot perform any more
after moving three squares because it is adjacent to actions this turn.
that Assassin. As it is now adjacent to the Callidus

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.

Already, the Crimson Slaughter's genocidal


scheme nears fruition . Following a series of
terror raids in neighbouring systems by Crimson
Slaughter warbands, Imperial forces moved to
intercept the renegade attackers. In responding
so aggressively, however, Segmentum Command
left the Achyllan System dangerously exposed .

Exploiting this situation , Lord Drask led a swift


and brutal attack against Achyllan Prime's few
remaining defenders. A single regiment of Cadian
Astra Militarum were all that remained to oppose
him, and although these soldiers fought like
heroes, Drask's Daemon-haunted butchers killed
them all. Yet even in defeat, the Cadians' Primaris
Psyker- a telepath named Lunst Cataboldine -
afforded the Imperium a chance to strike back.
During the Cadians' last stand, the heroic psyker
subjected a Crimson Slaughter Sorcerer to a
brutal psychic attack, tearing the enemy's plans
from the traitor's boiling brain .

Realising the import of the information he had


discovered, Cataboldine gathered every iota of
his strength and , uncaring of the risks, hurled
the message outwards through the ether. The
effort of this psychic scream left Cataboldine a
smouldering cadaver, but it also sent his vision
echoing through the Warp, a warning heard upon
Holy Terra . Thanks to Cataboldine's selfless act
of devotion, the High Lords of Terra- who rule
the Imperium in their Emperor's name - have power of this infernal device he has dragged the
received warning of the looming disaster. They Temple of Shades out of the Warp. It now hangs,
know that Drask's plans are already in motion , vast and impossible, above Achyllan Prime.
the death of Achylitus looming close. There is Caught between realspace and the empyrean,
no time to amass the ponderous forces of the the temple is held within a crackling sphere of
Astra Militarum, while those Space Marines who mutating Warp energy, tethered by a surging
might respond to the crisis are still engaged in bridge of psychic power to the planet below.
desperate battles with the Crimson Slaughter's Already, Drask and his acolytes have travelled up
diversionary forces . this bridge to the fane itself, and have begun the
mighty ritual required to murder the system's star.
Still, all hope is not lost. By unanimous vote, the
High Lords have decreed that an Assassinorum Meanwhile, the Assassins of Operation
Execution Force be deployed, code-named Deathblow have deployed to the planet's surface.
Operation Deathblow and tasked with ensuring Slipping through the shadows of the blood-
that Drask does not live to complete his ritual. spattered Astropathic Sanctum , they seek to use
the psychic bridge to bypass the lethal Warp-
Cataboldine's warning vision showed an image of barrier around the Temple of Shades . If they can
Achyllan Prime's Astropathic Sanctum , corrupted fight their way through to Drask and slay him
through blood sacrifice and vile sorcery. Drask before he can complete his profane ritual, then
has channelled the Astropaths ' tortured souls into the Imperium can still be saved . But an army
the sanctum 's teleportarium, turning the machine stands between the Assassins and their target,
into a furnace of psychic torment. Using the and the clock is ticking .
It is a dark and desperate age. For ten thousand years, the Imperium of Man has ruled the
galaxy in the name of the immortal Emperor. This ancient empire is riddled with corruption, and
its strength spread thin. Humanity is assailed by myriad threats, yet by far the greatest are the
servants of Chaos, and the monstrous daemonic deities that they worship.

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

Eversor Temple Callidus Temple Culexus Temple Vindicare Temple

The Officio Assassinorum is an organisation Agents of the Assassinorum work unsupported


mired in secrecy, but one that traitors and heretics in the field , using whatever means necessary
beyond number have learned to fear above all to complete their mission. As such , they must
else. The agents of the Assassinorum are the be trained to operate and maintain a multitude
knife in the dark, the blade in the Emperor's hand, of vehicles and machineries, and to understand
a tool of swift death and enduring terror. They are the dialects of all major Imperial cultures.
a precious resource, to be deployed only in the They possess encyclopaedic knowledge of
most dire of circumstances . the Imperium's many peoples, and an in-depth
understanding of the myriad threats it faces. They
There are many temples within the Officio are taught every kind of esoterica from stellar
Assassinorum, each teaching their own unique geography and theophysical microbiology, to the
brand of murder. Each of these temples is ruled eighty-eight arts of true murder. In short, Imperial
by a small group of Masters, who in turn owe Assassins are amongst the most highly trained
allegiance to the Grand Master of the Officio and adaptable of all the Emperor's warriors, able
Assassinorum. This shadowy figure is answerable to handle almost any eventuality.
only to the High Lords of Terra and , through them ,
to the Emperor of Mankind. As such , the Grand Alongside this comprehensive skill-set are the
Master of the Officio Assassinorum is one of the specialisms each agent learns from their temple .
most powerful people in the Imperium. Vindicare Assassins possess a super-human
skill in marksmanship, making them amongst the
The agents of the Officio Assassinorum are never best snipers in the galaxy. Callidus Assassins ,
deployed lightly. It requires a two thirds majority meanwhile, are able to alter their very anatomies ,
vote by the High Lords of Terra simply to sanction combining this ability with exceptional stealth and
the activation of a single agent. This prudence cunning to close on their victims undetected. The
is necessary, for creating an Assassin takes Assassins of the Eversor Temple are rage-driven
decades of relentless training, drug therapies, killing machines, eschewing stealth and subtlety
horrific surgical procedures, and the application of in favour of overwhelming aggression. Finally,
dark techno-sorcery. Harvested from the darkest there are the Culexus, soulless terror-weapons
corners of the Emperor's war-torn, only the whose mere presence is death to psykers. All
most dangerous and hard-bitten youngsters are agents of the Assassinorum are deadly in their
recruited by the Assassinorum . Of these, a mere own unique way, but when they work together,
fraction will survive the training that follows. there is no foe in the galaxy they cannot kill.
Masters in the art of the long-ranged kill, Vindicare Assassins are the Imperium's finest snipers. They bring down
their targets using stealth and superhuman accuracy, skills that are further enhanced by the Assassins' notorious
exitus firearms.

Viktor Zhau's skill and composure, combined with


extensive cortical augmentation , render him lethal
at any range. He can place his shots through key-
holes, eye-pieces or augur lenses at distances of
several miles. Equally, when faced with hordes
of foes at close range, every shot Zhau fires is
a kill , ensuring that he is swiftly surrounded by
drifts of bullet-riddled corpses. Agent Zhau takes
no pride in his accomplishments, however. He is
emotionless, analytical , as much a weapon as the
rifle he wields , and just as cold and uncaring.

It is not unknown for Vindicare Assassins to


spend months waiting patiently for the perfect
shot. However, Operation Deathblow does not
afford the luxury of time. Instead, Zhau 's role
within the Execution Force is clear; he is to cover
the advance of his comrades, gunning down
sentries and neutralising threats until Lord Drask
falls beneath his crosshairs. At that moment, he is
to take the shot, and save the Imperium of Man .
Internally moulded to the contours of Agent Vindicare Assassins carry a variety of specialist
Zhau 's facial features , his spy mask interfaces ammunition. Shield-breaker rounds overload
directly with his cerebellum via neural jacks personal force-fields and similar barriers with
located at each temple. Thus integrated, the spy massive bursts of energy, while turbo-penetrator
mask's sensorium suite and predictive augurs rounds use a two-stage charge to punch a
exload data straight into Zhau 's mind. Trajectories , diamond-hard secondary round through the
atmospherics , thermal imaging , psychic spoor, thickest armour. Hellfire rounds contain virulent
all are superimposed directly onto his field of bio-acidic toxins that burn even the most resilient
vision . The mask allows Zhau to see through target to nought but ash .
dense smoke, driving snow, and can even identify
likely weak points in his victims' defences, based
upon intel inloads and probability scripture. This
avalanche of information would disorient even
a veteran Space Marine, but thanks to Zhau 's
mental augmetics, he can process it all with ease.

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.

The job of the Callidus is to sow


discord, panic and terror amongst
the foe. Using her skills of mimicry
and stealth to place herself within the
target's inner circle, she must make the
utmost of that opportunity and cause as
much damage as she can .

Operative Klara Rhasc is a master of


such operations . She is as skilled as
any of her sisters in the arts of voice
modulation , subliminal suggestive
conditioning , surgically enhanced
shape changing , and unarmed combat.
What marks her out as exceptional ,
even for an Imperial Assassin , is her
flair for spreading bow waves of terror
through macabre spectacle.

Operative Rhasc excels in this field , her


inventiveness and amorality weapons
in themselves. If afforded the luxury
of time, Rhasc will use psychological
terror to achieve her ends, surrounding
her target with death and horror until
they make a critical mistake, or take
their own lives in fear.

When time is pressing , Rhasc works


more quickly. Adopting the appearance
of first one slain foe then another,
she sows panic and fear amongst the
enemy, dozens falling to friendly fire or
a swift blade in the ribs from those they
believed friends . Such terror tactics
leave sentries and guards mired in
panicked anarchy, and the mark wide
open for execution .
Operative Rhasc's neural shredder is a vicious
and shockingly effective weapon against living
targets. Though short ranged, the weapon
projects a cone of psionic disruption that tears
apart its victims' neural pathways . Armour is no
protection against this hideous attack, even the
mightiest foes dropping to their knees, spasming
violently as liquidised brain-matter froths from
their eyes, ears and mouths.

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.

To be Eversor is to be death given


life, a raging force of destruction set
loose to wreak indiscriminate slaughter.
Operative Sylas Torq is such a being ,
and the mountains of dead he has
left in his wake are a testament to his
absolute lethality.

Turning an individual into an Eversor


Assassin costs them everything ;
their lives, their freedom , even their
sanity are sacrificed for the power to
work the Emperor's deadly will. Thus,
compared to his comrades, Torq is a
mindless slaughterer. However, as a
weapon of brute force he excels, the
sledgehammer to his comrades'
subtle blades.
Murderlust is all that Operative Torq knows. Kept in cryostasis between missions, Operative
Extensive surgical and cybernetic augmentation Torq no longer possesses any conception of time,
have raised his strength to impossible levels, his location, or even self. Only once Torq 's armoured
two hearts slamming double-time as they force drop-pod is plummeting towards his victim 's
hyperadrenaline compounds through iron-hard stronghold does the Eversor awake, mission
muscles. Behind his skull-helm, the Eversor's lips parameters uploaded directly into his brain and
peel back in a rictus snarl , while his eyes bulge the need to kill surging through his veins. Once
white and wild. What personality Torq possessed conscious, he will fight until either he or his
has been burned to ash by the white heat of his target is slain . Yet even in death, Torq is a lethal
constant fury. His world has narrowed to a never- weapon , the cocktail of stimulants in his blood
ending war, in which he smashes, tears, and reacting to his death with the explosive force of a
butchers constantly in the Emperor's name. high-yield tactical warhead.

1~1 :{IJ :lll!ef!liJ~··. :t~•


A truly vicious weapon, Operative
Torq 's neuro-gauntlet ensures
that his very touch is death.
When the needled fingers of this
exoskeletal glove are plunged
into the enemy's flesh , it delivers
a massive dose of neurotoxins
that kills the victim horrifically in a
matter of seconds.

I:t:4 :(I{I}. [I]~ I=- :I~ ~1 {I].


Torq 's executioner pistol is a brutal
blending of bolt pistol and needier, able
to switch between mass-reactive bolts
and toxic darts at the touch of a button.
This lethal fusillade has felled countless
unlucky victims, their armour cratered
and blasted open, even as their nerves
sizzle with neurotoxins.

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.

Operative Noctus Kord is a man-made monster. His very


presence kills. The merest zephyr of his passing plunges
bystanders into paroxysms of fear and paranoia, all without
them ever knowing Kord was in their midst. He is an invisible
murderer, a horror caught in glimpses upon the periphery of
sight. He is death . He is Culexus.

No records exist of Noctus Kord before he was brought to the


Fortress of the Soulless, to begin his Culexus training . This is
not unusual; the humans who become Culexus all carry the
Pariah gene , a terrible mutation that renders them psychic
nulls. Others instinctively shun and fear such beings for, to
all intents and purposes, they have no soul. Pariahs suffer
terrible abuse, if they are allowed to live at all.

When in the field , Operative Kord stalks his prey


with unhurried malice, letting their terror and
disorientation grow to crippling heights before
he strikes. Each chamber he haunts descends
into howling madness. Sentries collapse
with their brains boiling and blood weeping
from their eyes. Screams of helpless
terror echo down corridors, sowing fear
amongst those who still live. Through it
all , Kord advances, remorseless and
cold as the fate that created him. He
is the perfect hunter, and his victims
do not stand a chance.
,!, ~11~111.~1~ ::(IIIJ liJ~·
A uniquely designed battle-helm ,
the animus speculum can either
muffle or focus the Culexus' powers
as required . Only once Operative
Kord is in the field does he reverse
its contra-psychic dampers,
allowing th e full terror of his null
aura to billow forth. At the same
time, the grotesque lens set into the
helm's leering faceplate can harvest
and focus psychic energy into a
devastating beam . In this way, the
animus speculum allows Kord to
turn the foe's own sorcerous powers
against them , with horrific results.

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=-
white Dwarf is Games Workshop's weekly magazine.
Every issue is jammed full of content for our games.
If you enjoy collecting and painting Citadel miniatures
and playing Warhammer 40,000, then you'll find each
issue of White Dwarf an invaluable resource.

The vital guide to the hobby!


• Pictures of the latest models, expertly painted by the
world-famous 'Eavy Metal painters
• All of the latest hobby news and events listings
• Hobby tips and advice to help you get the most from
the latest releases
• Gaming articles and battle reports to help you get the
most from your army

Assassinorum: Execution Force gives you a glimpse into the universe of the Warhammer 40,000 hobby, but there is much
more available. Will you take up the challenge and step into the unforgiving Dark Millennium?

The Citadel miniatures from


this game are taken from two
of the many warring factions
in Warhaminer 40,000. You
might decide to include your
Assassins in one of the diverse
armies of the Imperium, or build
a collection of Chaos Space
Marines around Lord Drask and
his renegades. Regardless,
there are many different armies
available in Warhammer 40,000,
and each has its own codex and
a comprehensive miniatures
range to collect.
Codexes are the essential resource for any
A great place to start is Warhammer 40 ,000 army, containing descriptions
Warhammer 40,000 itself - and histories for all of the units, characters and war
within its pages you'll find a machines you can collect, all the rules needed to field
wealth of background material, the rules for the game, showcases of them on the battlefield and inspirational examples of
b utifully painted miniatures and lavish full-colour artwork. expertly-painted armies .

games-workshop.com
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
'Aqu il a' Double-headed Eagle logo, and a ll assoc iated logos, illustrations, images, na mes, creature s, races, vehicles , locations, weapons, characters , and the distinctive likenesses thereof, are
e ither ® or TM , a nd/or © Games Workshop Limite d, va riably registered around the wo rld . All Ri ghts Reserved .

This is a work of fiction . All th e cha racte rs a nd eve nts portrayed in this boo k a re fiction a l, and any resembla nce to real people or incidents is pu rely coin cide ntal.
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.

r.!.,. ::t ~ •1 ~ (et ~ ::t ~I :(ef.!., i]


The mission takes a number of turns. Each turn is split into A Renegade will immediately go On Alert if any of the
two phases as follows: following happen:

· 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.

Turn the Renegade


to face an adjacent
Assassin and then Fight
that Assassin .

The Renegade Shoots


at the closest Assassin it
has a line of sight to.

The Renegade may


perform no further actions
this turn .

If, when you choose a Renegade


On Alert to perform actions with ,
there are no Assassins present on
the same board as that Renegade
(or if the only Assassin on the same
board is the Callidus Assassin under
the effects of her polymorphine
tactic) that Renegade will do nothing
during that Chaos phase.
ALSO AUAILABLE ~-.---

ASSASSlnORum: EHECUTIOn FORCE 1

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 ...

In issue 95 we presented a collection of Instead of placing Lord Drask on the


AUAILABLE, BUT nOT
new achievements for the Assassinorum: central square in the Temple of Shades,
FOR LonG!
At the time this issue Execution Force boxed game. So excited place the Daemon Prince in his place
went to print. were we by these new challenges (and so instead. The full rules for using him can be
Assassinorum: Execution much fun did we have trying to achieve seen to the right and, as you can see, the
Force was still available
in stores and on the them) that the Studio writers came up with newly-ascended Drask is not an easy foe
Games Workshop another, even tougher challenge for us. No to assassinate.
webstore. However, longer is Severin Drask a mere Chaos
there weren't many
copies left and it may Sorcerer (pah!) but a mighty Daemon To make use of the Daemon Prince's
even have sold out by Prince blessed by the Dark Gods to ensure profile card, simply cut it out, fold it in half
now. Give your local store his sorcerous plan comes to fruition. and glue the two halves together. Of
a call to see if they still .
have it in stock or check course, you probably don't want to ruin
out the Games Workshop Using the rules for the Chaos Daemon your beautiful copy of White Dwarf, so feel
website to see if there Prince in your games of Assassinorum: free to photocopy these pages and cut out
are any copies left.
Execution Force couldn't be simpler. as many Daemon Princes as you like. II

24 WHITE DWARF
• Shoot with
Warp Gaze
• Fight with
Daemonic Talons

All-seeing: As soon as an Assassin


enters the Temple of Shades, the
Daemon Prince goes On Alert. The
Daemon Prince has line of sight
to any Assassin in the Temple of
Shades; if there is a wall, object or
other model in the way, it rolls one
less dice when attacking that model.

Daemonic Reflexes: The first time


in each phase that an Assassin
moves or sprints into an unoccupied
square that is within 6 squares of the
Daemon Prince, the Daemon Prince
will perform one free Shoot action
at the Assassin. If that square is
adj the Daemo Prin it will

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.

If the Renegade cannot be placed at that entry


point, it is placed at the closest unoccupied entry
point instead. No Renegade is placed if all entry
points are occupied or there are no models of the
required type available.

© 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.

1-2 Daemonic Champion DAEMONIC ICON BEARER


3-4 Daemonic Icon Bearer These icons are surrounded by a dread aura
5-6 Daemonic Hornblower that fogs the mind and corrupts machine
spirits. An Assassin cannot use any Tactics
whilst they are within 6 squares of any icon
bearers.
The same kind of Daemon is placed in each
case, but with the upgrade shown above. For DAEMONIC HORNBLOWER
example, if, when placing a Bloodletter on The otherworldly cacophony of these
the Temple of Shades, you rolled a 5, that Daemonic instruments can blast the sanity of
Bloodletter would also be a Hornblower. Each a mortal man and leave even the strongest
upgrade grants the Daemon in question an extra mind reeling. Roll a dice for any Assassin that
ability - these are detailed below. If you do not starts the Assassin phase within 6 squares
have the appropriate model for an upgraded of any Daemonic Hornblowers. On a 1, 2 or 3
Daemon, place a normal Daemon of that type on that Assassin is Stunned until the start of the
the board instead. next Assassin phase.
-
COVER FEATURE

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.

• Fight with • Fight with


Rending Claws
•• Plague Sword II

Impossibly Swift: A Disgustingly Resilient:


Oaemonette moves with Roll a dice each time a
unnatural grace and speed. Plaguebearer suffers a hit.
Whenever a Oaemonette On a 5 or 6 the Plaguebearer
moves, it always counts as negates that hit and it is
having rolled a 6 - there is no ignored. If the 'Oaemonic
need to roll a dice. Aura' Event is in play, make
two separate rolls for a
.Plague Bearer when it suffers
'a Hit (unless the Culexus
.Assassin is nearby) - the hit
is ignored if either dice is a
'5 or a 6 .

• Fight with Hellblade IS • Shoot with


Warpflames ••

!':ll.UI*••• _ • Fight with

Blood for the Blood God: Grasping Hands •


A Bloodletter's thirst for
murder is limitless. If a
Bloodletter that is On Alert
Blue Horrors: If a Pink
starts the Renegades' On
Horror is slain, it will split into
Alert step adjacent to an
two Blue Horrors that will
Assassin, it will make one
screech and complain loudly
'free' Fight action. After this
before they are dispatched
has been resolved, determine
.by the Assassins or else
'what the Bloodletter will do
scamper off into the dark. All
.normally (this may mean the
"Renegades within 6 squares
.Bloodletter Fights twice in
-ot a Pink Horror when it is
this phase).
slain immediately go On
"Alert, regardless of whether
or not those Renegades have
L' e of Sight to the slain Pink

© Copyright 2016 Games Workshop Ltd. All rights reserved. Permission granted to photocopy for personal use only.

58 WHITEDWARF SEPTEMBER 2016


If you are playing Assassinorum: Execution Force using the Daemonic Incursion rules, why not
try and see if you can achieve some of the achievements listed below? Some of these will require
simple adjustments to the normal rules that will make the game harder to win. Good luck.

© Copyright 2016 Games Workshop Ltd. All rights reserved. Permission granted to photocopy for personal use only.

SEPTEMBER 2016 WHITEDWARF 59

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