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===Characters=== The different characters play pretty closely to how they work in 40K proper. Special abilities of each are discussed below. '''The Assassins''' All Assassins have 2 Stamina, Move 6 squares, Sprint D6 squares, and heal one wound on a 2+. *The [[Vindicare]]: The Vindicare is an exclusively Shoot-centered character (obviously). He may make one Shoot attack (which is [[Awesome|awesome]]) or one Fight attack (which is [[Derp|not]]). If he Moves and then Shoots, he gains a +1 modifier to his D6 roll. If, however, he does ''not'' move before Shooting, he gains a +2 modifier to his D6 roll ''and'' deals [[Awesome|two wounds]] (all other attacks from characters, even attacks that roll multiple dice, can only ever wound once) meaning that he is one of only two Assassins who can kill a Spiky Muhreen by himself in one turn (the other being the Eversor). If he is more than six squares away from an enemy that would normally have LoS, his stealth suit renders him invisible (useful for watching the long hallway portion of the first map). He may expend one Primaris Tactic per turn to re-roll a failed Shoot Action, or he may expend his Omegon Tactic to throw a blind grenade up to six squares away. This stuns whoever it hits, in addition to stunning whoever is adjacent to the target. *The [[Callidus]]: The Callidus offers an okay 2D6 Shoot Action and a single epic Fight Action. In melee her phase sword grants a +2 modifier to her Fight roll, and if she expends a Primaris Tactic she can make a single re-roll in melee. Her unique attributes allow her to move through enemy models (she is the only model who can do this) and make a Hit-and-Run move at the end of a Fight roll, even if she has already expended both of her Actions. Her Omegon Tactic makes her invisible to all enemy units, indefinitely, so long as she does nothing but Sprint. (Sprint - not Move. This means she moves a random amount each turn, and can only move that one time, or the polymorphine wears off.) *The [[Eversor]]: Is exactly what you would expect him to be. Players controlling the Eversor are required to scream "OH YEAHHH!!!" upon discovering a new room and "WRYYYY!!!" upon killing an enemy. He has a 2D6 Shoot attack and a 3D6(!!!) Fight attack. In addition to his 2+ IWND, he also has 5+ FnP. His second passive allows him to perform the same action twice in the same turn (everyone else can only do a specific Action once) effectively giving him six melee attacks; if he scores wounds on both of his attacks he, like the Vindicare, can kill a Marine in one turn. His Primaris Tactic allows him to perform a ''third'' action in a single turn, meaning that he can sprint in and beat a Marine to death all in one turn. His Omegon Tactic is the infamous bio-meltdown, which allows him to sacrifice himself in order to damage everything within six squares on a 4+. Bonus points if you kill the Sorcerer Lord with this. *The [[Culexus]]: Last but definitely not least, the Culexus is the only character in the game completely unaffected by Psychic Events, and this null zone extends to any enemy within six squares. In addition, if a Psychic Event is drawn, he gets to twin-link his 2D6 Shoot Action. His other Ability negates any bonuses a Renegade would normally get against him, meaning they only ever wound on sixes. Fighting in melee gives him a single D6+1. His Primaris lets him throw a grenade six squares away that, on a 4+, stuns a normal Renegade or wounds the Sorcerer Lord. His Omegon tactic auto-stuns any Renegade within 6 squares. '''The Renegades''' All Renegades that are On Alert get to overwatch any Assassin that moves within 6 squares and is in LoS. *Cultists come in two flavors: Autopistol and Autogun. Autopistol-chan gets one Shoot and two Fight attacks, and Autogun-chan gets one Fight and two Shoot attacks. Both have one Stamina and are wounded normally on a 4+. *Chaos Space Marines get two Fight and Shoot attacks, both with +1 modifiers. They have two Stamina and are wounded normally on a 5+. *Chaos Sorcerer Lord gets two Shoot and three Fight attacks, and they ''all'' have +2 modifiers on them. In addition, he has three Stamina and is wounded normally on a 6. There is an achievement (yes, they shipped the game with an achievement tracker) in the back of the rule book for giving him six Stamina instead of three and still managing to win. *A White Dwarf issue included extra rules to replace the Sorcerer Lord with the Daemon Prince: compared to the Sorcerer Lord, He haves four stamina and two Fight attacks with a +3 modifier, can attack Assassins even if something blocks his line of sight (he just makes a single attack rather than two), gets a free Fight action as soon as an Assassin gets in close combat with him, and after turn 8 every event card that summons a Renegade on the field summons two Renegades instead (you roll three dices, check the entrances which numbers are the same as the rolls, and the Renegade comes out from the one closer from an Assassin). Also, since he is larger than the Sorcerer Lord, he covers a square in the number wheel, meaning that the mission now ends on turn 15. *Another WD issue contained more extra rules, this time to play Daemons along with cultists. When an event makes you set a cultist on the board, you roll 2D6: on a 6 you can field a Daemonette, on a 7 you get a Plaguebearer, 8 means Bloodletter and 9, of course, is a Horror. (1-5 and 10-12 just have you place a cultist as usual) None of them can make reaction attacks, but get extra rules instead: Bloodletters have a single Fight attack with a +2 modifier and attack twice when On Alert, Plaguebearers have a single Fight attack with a +1 modifier and get a 5+ save roll (rolls twice if the Daemonic Aura event is in play and the Culexus is not in the Plaguebearer's line of sight), Horrors have a Fight and two Shoot attacks and when killed Renegades within 8 cells get On Alert rather than 6 and Daemonettes have two Fight attacks and always move 6 squares. They all have one Stamina and are wounded on a 5+. If you're setting them on the Temple of Shadows board, you have to roll a second time for upgrading the Daemon: 1-2 gives you a Champion (+1 Stamina), 3-4 an Icon Bearer (Assassins within 6 squares can't use their tactics) and on a 5-6 you get the Hornblower (Assassins within 6 squares must roll a dice before doing anything: on a 4+ they go, otherwise they're stunned) {{Specialist-Games}} [[Category:Warhammer 40,000]] [[Category:Board Games]]
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