Assassin Execution Force kt21
Homebrew team by Dangerous-Factor9265
"We do not determine the guilty; we do not decide the punishment;
we are merely the cold instruments of the Emperor's vengeance.
There is no form of Death unknown to us; there is no form of Terror beyond our means;
there is no enemy outside our reach.
We are the blade that hovers over the throat of the traitor;
we are the bullet that awaits the heretic's skull;
we are the poison in the throat of the alien."
- Decree Assassinorum
Vindicare Assassin
APL
3
MV
3⬤
GA
1
DF
3
SV
6+
WND
12
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Exitus Rifle (Lethal 5+, Silent, Heavy, MW3) | 4 | 2+ | 4/4 |
Exitus Pistol (Rng ⬟, AP1, Ceaseless, MW1) | 4 | 2+ | 3/4 |
Blade (Balanced) | 4 | 3+ | 2/3 |
ACTIONS
Faultless Aim (2 AP)
Inhuman Speed (1 AP)
ABILITIES
From The Shadows
Lightning Reflexes
Spymask
Stealth Suit
ASSASSIN EXECUTION FORCE, IMPERIUM, VINDICARE ASSASSIN
Culexus Assassin
APL
3
MV
3⬤
GA
1
DF
3
SV
6+
WND
12
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Animus Speculum (AP1, Blast ⬤, MW1, Stun) | 5 | 2+ | 2/2 |
Fists | 4 | 3+ | 3/4 |
ACTIONS
Inhuman Speed (1 AP)
Soul Horror (1 AP)
ABILITIES
Abomination
From The Shadows
Life Drain
Lightning Reflexes
ASSASSIN EXECUTION FORCE, IMPERIUM, CULEXUS ASSASSIN
Eversor Assassin
APL
3
MV
3⬤
GA
1
DF
3
SV
6+
WND
12
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Executioner Pistol (Rng ⬟, Balanced, MW1) | 5 | 2+ | 3/4 |
Neuro-Gauntlet (Relentless, *Neurotoxins) | 4 | 3+ | 1/1 |
Power Sword (Lethal 5+) | 4 | 2+ | 4/6 |
ACTIONS
Inhuman Speed (1 AP)
Killing Rampage (1 AP)
ABILITIES
Bio-Meltdown
From The Shadows
Lightning Reflexes
*Neurotoxins
ASSASSIN EXECUTION FORCE, IMPERIUM, EVERSOR ASSASSIN
Callidus Assassin
APL
3
MV
3⬤
GA
1
DF
3
SV
6+
WND
12
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Neural Shredder (Rng ⬟, *Neural) | 4 | 2+ | 0/0 |
Phase Sword (Lethal 5+, Reap 1) | 4 | 2+ | 4/6 |
ACTIONS
Inhuman Speed (1 AP)
Polymorphine (1 AP)
Reign Of Confusion (1 AP)
ABILITIES
Acrobatic
From The Shadows
Lightning Reflexes
*Neural
ASSASSIN EXECUTION FORCE, IMPERIUM, CALLIDUS ASSASSIN
Strategic Ploys
Advanced Acrobatics
Order To Kill
If all 3 chosen enemy operatives are incapacitated at the end of the Turning Point, you score 1 CP.
Priority Thread
Firefight Ploys
Hypermetabolism
- The selected operative regains 2D3 lost Wounds
- Until the end of the Turning Point, each time the selected operative would lose a Wound, roll 1D6: on a 4+, that Wound is not lost
Headshot
Pariah's Gaze
Supreme Deception
Stimm Overload
Equipment
Camo Cloak*
Camo Cloak: If this operative is in Cover and has a Conceal order, any enemy operatives count this operative as being Obscured.
Exitus Ammunition
Name | A | BS | D |
---|---|---|---|
Shield-Breaker Round | 4 | 2+ | 4/1 |
Special Rules | |||
Lethal 5+, Silent, Heavy, MW6 |
Name | A | BS | D |
---|---|---|---|
Hellfire Round | 4 | 2+ | 3/3 |
Special Rules | |||
Blast ⬤, Indirect, Lethal 5+, Heavy, Splash 2 |
Psyk-Out Grenade*
Name | A | BS | D |
---|---|---|---|
Psyk-Out Grenade | 4 | 3+ | 1/2 |
Special Rules | |||
Blast ⬤, Indirect, Lim, Psyk-Out* |
Each time a shooting attack is made with this weapon, if the target has the PSYKER or DAEMON keyword, this weapon gains the MW2 special rule for that attack.
Etherium
Etherium: Any enemy operatives further than ⬟ from this operative always count this operative as an operative with a Conceal order.
Melta Bomb*
Name | A | BS | D |
---|---|---|---|
Melta Bomb | 4 | 2+ | 6/3 |
Special Rules | |||
Rng 2⬤, Blast ⬤, AP2, MW4, Indirect, Lim |
Enhanced Stimms
Enhanced Stimms: Once per battle, when this operative is performing a Charge action, add an additional ⬤ to the Movement characteristic of this operative for this action.
Poison Blade
Name | A | BS | D |
---|---|---|---|
Poison Blade | 4 | 2+ | 3/2 |
Special Rules | |||
Rng ⬟, Lethal 5+, Silent, MW2, Lim |
Veil Of Shadows*
Veil Of Shadows: Once per battle, you can remove this operative from the killzone. Then, place this operative anywhere in the killzone, but it should be more than ⬟ away from the closest enemy operative.
Rare Equipment
Auto-Loader
This ranged weapon gains the Ceaseless special rule.
Flux Capacitor
This ranged weapon gains the P1 critical hit rule.
Rending Rounds
This ranged weapon gains the Rending special rule.
Propulsion Amplifier
Add 1 to both Damage characteristics of this ranged weapon.
Thermal Sight
This ranged weapon gains the No Cover special rule.
Seeker Spirit
Each time a friendly operative makes a shooting attack with this ranged weapon, in the Roll Attack Dice step of that shooting attack, for each critical hit you retain, you can re-roll one of your attack dice.
Power Enhancer
Add 1 to both Damage characteristics of this melee weapon.
Inertia Displacer
This melee weapon gains the Brutal special rule.
Perfectly Weighted
This melee weapon gains the Balanced special rule.
Rending Blade
This melee weapon gains the Rending special rule.
Monomolecular Edge
This melee weapon gains the Lethal 5+ special rule.
Arc Unit
This melee weapon gains the Stun critical hit rule.
Assassin Execution Force
Assassination
- If that enemy operative is incapacitated at the end of the first Turning Point, you score 2 VP
- If that enemy operative is incapacitated at the end of the second Turning Point, you score 1 VP
Complete Neutralization
- If the enemy killteam has been incapacitated at the end of the battle, you score 2 VP
Perfect Execution
- If no friendly operatives were incapacitated at the end of the battle, you score 1 VP.
Infiltration
Stalk Target
Once you do so, at the end of each Target Reveal step, select one enemy operative to be stalked for that Turning Point.
- At the end of any Turning Point, if a friendly operative with a Conceal order is within ◼ but not within Engagement Range of the enemy operative you selected to be stalked for that Turning Point, you score 1 VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1 VP.
Gather Surveillance
Once you do so, at the end of each Target Reveal step, select one friendly operative to gather surveillance for that Turning Point.
- At the end of any Turning Point, if the friendly operative you selected to gather surveillance for that Turning Point has a Conceal order, is wholly within your opponent's territory and is more than ◼ from enemy operatives, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Implant
- Instead of inflicting damage on an enemy operative from that strike, you can implant that operative instead. That operative does not lose any wounds and you score 1 VP
- If two other enemy operatives are implanted, you score 1 VP
Seize Defences
- At the end of any Turning Point, if you control an opponent's barricade, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Install Device
- At the end of any Turning Point, if your Device token has been in the killzone for the whole of that Turning Point, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Install Device (1 AP):
An operative can perform this action while it controls an objective marker in your opponent's territory or on the centre line. Place your Device token on that objective marker. Remove it if an enemy operative controls that objective marker. An operative connot perform this action if your Device token is in the killzone.
Subversive Control
- At the end of the third Turning Point, if friendly operatives control an objective marker in your opponent's territory and not on the centre line, you score 1VP.
- At the end of the fourth Turning Point, if friendly operatives control an objective marker in your opponent's territory and not on the centre line, you score 1VP.
Recon
Outflank
- At the end of any Turning Point, if friendly operatives control both neutral killzone edges, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Courier
When you do so, select one friendly operative.
- At the end of any Turning Point, if that operative is within ⬟ of your opponent's drop zone, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Plant Transponder
- If a friendly operative performs the Plant Transponder mission action, you score 1 VP.
- If you achieve the first condition in any subsequent Turning Points, you score 1 VP.
An operative can perform this action while wholly within your opponent's territory and more than ⬤ from terrain features (barricades are terrain features; ignore terrain features that have the Insignificant trait). If it does so, place one of your Transponder tokens underneath the operative as close as possible to the centre of its base. An operative cannot perform this action while within Engagement Range of an enemy operative or ⬟ of your other Transponder tokens.
Secure Vantage
You can reveal this Tac Op in the Target Reveal step of any Turning Point after the first.
- At the end of any Turning Point, if you control a Vantage Point that is more than ◼ from your drop zone, you score 1VP.
- If you achieve the first condition with a different vantage point at the end of any subsequent Turning Points, you score 1VP.
Recover Item
Place one of your Item tokens within your opponent's territory. The Pick Up action can be performed by friendly operatives (but not enemy operatives) upon your Item token.
- At the end of any Turning Point, if a friendly operative controls your Item token, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Surge Forward
- At the end of any Turning Point, if the total APL of friendly operatives within ⬟ of your opponent's drop zone is 4 or more, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Point, you score 1 VP
Secure Unexplored Rooms
You can reveal this Tac Op in the Target Reveal step of any Turning Point after the first.
- At the end of any Turning Point, if the total APL of friendly operatives within an Unexplored Room (see below) is greater than that of enemy operatives, you score 1VP.
- If you achieve the first condition with a different Unexplored Room (i.e. separated by access points) at the end of any subsequent Turning Points, you score 1VP.
Seek And Destroy
Headhunter
- You score 1 VP
- If it is the first or second Turning Point, you score 1 VP
Assassinate Target
Your opponent selects one of their operatives.
- If that operative is incapacitated, you score 2VPs.
- At the end of the battle, if that operative has not been incapacitated but has fewer than half of its wounds remaining, you score 1VP.
Rout
- If an enemy operative is incapacitated by a friendly operative, and that friendly operative is within ⬟ of your opponent's drop zone when it does so, you score 1 VP
- If you achieve the first condition in any subsequent Turning Point, you score 1 VP
Executioner
When you do so, select one friendly operative to be your executioner. At the end of each Target Reveal step, select one enemy operative to be executed for the Turning Point.
- If the enemy operative you selected to be executed for the Turning Point is incapacitated by your executioner during the same Turning Point, score 1VP.
- If you achieve the first condition in any subsequent Turning Points, you score 1VP.
Eliminate Guards
Once you do so, at the end of each Target Reveal step, select an objective marker on the centre line or within your opponent's territory, then select one enemy operative within ⬤ of it to be the guard for the Turning Point.
- If the enemy operative you selected to be the guard for the Turning Point is incapacitated during the same Turning Point, you score 1VP.
- If you achieve the first condition in any subsequent Turning Points, you score 1VP.
Rob And Ransack
- You score 1 VP
- At the end of the battle, if you achieved the first condition and that friendly operative has not been incapacitated, you score 1 VP