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  Game:  
  ASSASSINORUM EXECUTION FORCE
  Publisher:  
  Games Workshop (2015)
  Page 1:  
  Rules summary front
  Page 2:  
  Rules summary back
  Page 3:  
  Player reference x2
  v1
  Mar 2016
  Print on card (ensure you are printing at 100% scale) laminate and trim to size. 
  These sheets are intended only for the personal use of existing owners of the game for additional reference. 
  Universal Head makes no claim whatsoever to the rights of the publisher and copyright holder, and does not 
  benefit financially from these player aids. Artwork from the original game is copyrighted by the publisher and 
  used without permission. This PDF may not be re-posted online, sold or used in any way except for personal use. 
  
  SETUP
  Place the Astropathic Sanctum board sections together, 
  with the Temple of Shades board next to them. 
  Players decide who controls which assassins (use all 4).  
  Place the assassin models on the 4 infiltration point 
  squares. Each assassin takes the 4 counters that 
  correspond to their tactics. 
  Roll 4 dice, one at a time, placing 1 chaos cultist with 
  an autogun on each of the corresponding entry points 
  (facing in the direction of the arrow). If a cultist rolls 
  an occupied square, place it on the nearest empty entry 
  point. These cultists are on patrol. 
  Place the chaos sorceror on the ritual site square in 
  the Temple of Shades, facing in the direction of the 
  longest arrow.
  Shuffle the Event cards and Room cards separately and 
  place them facedown in separate decks. 
  TURN SEQUENCE
  1. ASSASSIN PHASE
  Choose an assassin to perform up to 2 actions as listed 
  on its reference card. The same action cannot normally 
  be played twice in the same phase. Then choose 
  another assassin that has yet to perform any actions 
  this phase and perform its actions. 
  Proceed to the Chaos phase when all assassins have 
  performed their actions.
  Alerting Renegades
  A renegade on patrol automatically goes on alert (place 
  an On Alert counter next to it) when any of these happen:
  – An assassin moves into a square within the 
  renegade’s LOS.
  – An assassin shoots or fights the renegade but fails to 
  kill him.
  – Another renegade makes a reaction attack within 6 
  squares of the renegade.
  – Another renegade is killed within the renegade’s LOS.
  2. CHAOS PHASE
  1. Move Chaos Familiar
  At the start of the first Chaos phase, place the chaos 
  familiar on square 1 of the ritual tracker on the Temple 
  of Shades board. It cannot be killed or stunned. At the 
  start of each subsequent Move Chaos Familiar step, 
  move the chaos familiar to the next numbered square; 
  if occupied, move the model to the next unoccupied 
  numbered square.
  2. Draw Event Cards
  Draw 1 Event card and resolve its effects. 
  Then count the number of renegades currently on alert 
  and draw and resolve that many extra event cards, one 
  at a time, up to a maximum of 3 additional cards.
  3. Renegades on Patrol
  In an order chosen by the players, select a renegade 
  on patrol, roll a dice, and move the model that many 
  squares forward.
  Each time a renegade moves into or over a square with 
  a patrol arrow (assuming it does not gain LOS to an 
  assassin), turn the model to face the indicated direction 
  before continuing with any remaining movement. 
  If there is more than 1 patrol arrow, roll a dice to 
  determine which way the model will face (as shown).
  Renegades cannot move diagonally or onto any 
  unrevealed room location square. A renegade may move 
  through other servants of chaos, but if he ends his move 
  on one, increase the move until he can be placed in an 
  empty square. If it is not possible to move a renegade 
  for any reason, he does nothing this phase.
  If at any point during its move, a renegade on patrol 
  gains LOS to an assassin, he stops and goes on alert.
  4. Renegades on Alert
  In an order chosen by the players, each renegade on 
  alert performs actions according to the Renegades On 
  Alert chart.
  If, when you choose a renegade on alert, there are no 
  assassins on the same board (or if the only one present 
  is the Callidus Assassin using her polymorphine tactic), 
  that renegade does nothing this Chaos phase. 
  5. Raise the Alarm
  All renegades who were within 6 squares of a renegade 
  on alert who performed a fight or a shoot action this 
  phase now go on alert.
  ASSASSIN ACTIONS
  Move
  Assassins can move up to 6 squares. They cannot 
  move diagonally but may turn to face any direction at 
  any point movement. Assassins can move through a 
  square occupied by another assassin, but cannot end 
  their move on an occupied square. They cannot move 
  through walls, objects or squares occupied by servants 
  of chaos.
  Sprint
  Follow all the rules for a move action, but roll 1 dice 
  and move up to that many squares. An assassin may 
  move and sprint in the same turn.
  Synskin Heal
  Roll a dice: on a roll of 2-6, remove 1 Wound counter 
  from the assassin. On a roll of 1 the healing attempt 
  fails.
  Fight
  A model can fight an adjacent model it is facing. 
  Assassins may turn to face any direction before 
  performing a fight action.
  Shoot
  A model can shoot a model it has LOS to that is within 
  6 squares. A model cannot perform a shoot action if 
  there is an enemy model adjacent to it. Assassins may 
  turn to face any direction before performing a shoot 
  action.
  When fighting or shooting, roll the number of dice 
  shown beside the model’s relevant fight or shoot action 
  on its reference card. If, after modifiers and re-rolls, 
  the highest dice result is greater than or equal to the 
  target’s resilience, that model suffers a hit: place a 
  Wound counter next to it.
  FACING, DISTANCE & LOS
  No model can occupy a square occupied by another 
  model. Models must face one side of the square they 
  are occupying.
  To determine the distance between models, count the 
  number of squares along the shortest path from one to 
  the other (not along diagonals or through walls or objects).
  A model is adjacent to another model when it is in one 
  of the 4 orthogonal squares surrounding it (unless that 
  square is on the other side of a wall).
  A model can see all of the squares it has line of sight 
  (LOS) to: the square in front of it and all the squares 
  in a straight line beyond it, and the squares to the left 
  and right of the one in front of it and all the squares in 
  a straight line beyond them. A model cannot have LOS 
  through a wall, object or another model and cannot see 
  the squares beyond them.
  ROOMS
  Placing Room Cards
  The first time an assassin has LOS to an unrevealed 
  room location (6 darkened squares bounded by a white 
  line), interrupt the assassin’s action and shuffle the 
  deck of Room cards. 
  Turn over a number of cards equal the number in Roman 
  numerals on the board. Select the Room card with 
  the lowest number on it and place it on the darkened 
  squares so its arrow is aligned with the white arrow on 
  the board. Return all other cards to the Room deck.
  If any of the Room card squares have chaos stars on 
  them, place 1 chaos cultist with an autogun on each, 
  facing in the direction of the star’s longest arrow. If 
  there are no cultists with autoguns available, place one 
  with an autopistol instead. If there are none of those 
  left, do not place a cultist.
  Renegades placed on Room cards are stunned until 
  the start of the next Assassin phase, when the Stunned 
  counter is flipped to on alert.
  The assassin can then continue its action.
  Control Bank and Teleportarium Rooms
  The assassins must discover both the control bank 
  room and the teleportarium room. The teleportarium 
  cannot be used until the control bank is activated by an 
  assassin occupying one of the 4 squares bounded by a 
  blue line at the end of the Assassin phase. Assassins 
  can then use the teleportarium in any subsequent turn.
  The Temple of Shades
  If any assassins occupy one of the 4 squares bounded 
  by a blue line at the end of the Assassin phase, they are 
  placed on one of the Temple of Shade’s teleportarium 
  squares. Assassins cannot move back to the main board.
  The first time an assassin uses the teleportarium, 
  remove all chaos space marines from the main board 
  and roll 3 dice, one at a time. Place 1 new chaos 
  space marine on each of the Temple’s entry points that 
  correspond to the results, facing the direction shown by 
  that its arrow (1-4) or patrol arrow (5-6). If a model rolls 
  an occupied square, place it on the nearest empty entry 
  point. These chaos space marines are on patrol.
  While there are any assassins on the Temple board, 
  a renegade that enters play does so on one of the 
  Temple’s entry points. If there are no assassins on the 
  Temple board, renegades enter play on the main board 
  as normal.
  If all surviving assassins are on the temple board, 
  remove all models and counters from the main board.
  ASSASSIN TACTICS
  Each assassin has a primaris tactic they can use up to 
  3 times during a game (white counters), and an omegon 
  tactic which they may use once (red counter). You may 
  use a tactic at any point during your turn as it does 
  not count as an action, but each assassin can only use 
  1 tactic per turn. When you use a tactic, discard the 
  appropriate tactic counter.
  STUNNED & DEAD
  If a model is stunned, place a Stunned counter next to 
  it (if the model is a renegade on alert, flip its On Alert 
  counter instead). A stunned model has no LOS and can 
  perform no actions or tactics. Renegades cannot go on 
  alert while stunned.
  Remove the counter from a stunned assassin when the 
  effects wear off. Flip the counter on a stunned renegade 
  to on alert when the effects wear off whether or not it 
  was on alert before being stunned.
  Once a model has a number of Wound counters equal to 
  its stamina, it is killed and immediately removed from 
  the board. Dead assassins play no further part in the 
  game, but renegade models may be recycled.
  WINNING & LOSING
  If the chaos familiar reaches square 16 (or that square 
  is occupied when it tries to move into it), or all the 
  assassins are killed, the players lose the game.
  If Lord Drask is assassinated before the chaos familiar 
  reaches square 16, the players win the game.
  
  TURN SEQUENCE
  1. ASSASSIN PHASE
  Each assassin, in an order chosen by the players, 
  may perform up to 2 actions. The same action cannot 
  normally be played twice in the same phase.
  Proceed to the Chaos phase when all assassins have 
  performed their actions.
  A renegade on patrol automatically goes on alert when 
  any of these happen:
  – An assassin moves into a square within the 
  renegade’s LOS.
  – An assassin shoots or fights the renegade but fails to 
  kill him.
  – Another renegade makes a reaction attack within 6 
  squares of the renegade.
  – Another renegade is killed within the renegade’s LOS.
  2. CHAOS PHASE
  1. Move Chaos Familiar
  Move the chaos familiar to the next numbered square 
  along the ritual tracker.
  2. Draw Event Cards
  Draw 1 Event card and resolve its effects. 
  Then count the number of renegades currently on alert 
  and draw and resolve that many extra event cards, one 
  at a time, up to a maximum of 3 additional cards.
  3. Renegades on Patrol
  In an order chosen by the players, renegades on patrol 
  move D6 squares along their patrol route.
  If at any point during its move, a renegade on patrol 
  gains LOS to an assassin, he stops and goes on alert.
  4. Renegades on Alert
  In an order chosen by the players, each renegade on 
  alert performs actions according to chart on the right.
  If, when you choose a renegade on alert, there are 
  no assassins on the same board (or just the Callidus 
  Assassin using her polymorphine tactic), that renegade 
  does nothing this phase. 
  5. Raise the Alarm
  All renegades within 6 squares of a renegade on alert 
  who performed a fight or a shoot action this phase now 
  go on alert.
  ASSASSIN ACTIONS
  Move up to 6 squares. 
  Sprint move, rolling D6 and moving up to that many 
  squares. You may move and sprint in the same turn.
  Synskin Heal Roll D6: on 2-6, remove 1 wound.
  Fight an adjacent model you are facing. You may turn 
  to face any direction before a fight action.
  Shoot a model within 6 squares and LOS. You cannot 
  perform a shoot action if there is an enemy model 
  adjacent to you. You may turn to face any direction 
  before performing a shoot action.
  Fighting or shooting: roll the number of dice shown 
  beside your relevant fight or shoot action. If, after 
  modifiers and re-rolls, the highest result is greater than 
  or equal to the target’s resilience, that model suffers 
  a wound.
  TURN SEQUENCE
  1. ASSASSIN PHASE
  Each assassin, in an order chosen by the players, 
  may perform up to 2 actions. The same action cannot 
  normally be played twice in the same phase.
  Proceed to the Chaos phase when all assassins have 
  performed their actions.
  A renegade on patrol automatically goes on alert when 
  any of these happen:
  – An assassin moves into a square within the 
  renegade’s LOS.
  – An assassin shoots or fights the renegade but fails to 
  kill him.
  – Another renegade makes a reaction attack within 6 
  squares of the renegade.
  – Another renegade is killed within the renegade’s LOS.
  2. CHAOS PHASE
  1. Move Chaos Familiar
  Move the chaos familiar to the next numbered square 
  along the ritual tracker.
  2. Draw Event Cards
  Draw 1 Event card and resolve its effects. 
  Then count the number of renegades currently on alert 
  and draw and resolve that many extra event cards, one 
  at a time, up to a maximum of 3 additional cards.
  3. Renegades on Patrol
  In an order chosen by the players, renegades on patrol 
  move D6 squares along their patrol route.
  If at any point during its move, a renegade on patrol 
  gains LOS to an assassin, he stops and goes on alert.
  4. Renegades on Alert
  In an order chosen by the players, each renegade on 
  alert performs actions according to chart on the right.
  If, when you choose a renegade on alert, there are 
  no assassins on the same board (or just the Callidus 
  Assassin using her polymorphine tactic), that renegade 
  does nothing this phase. 
  5. Raise the Alarm
  All renegades within 6 squares of a renegade on alert 
  who performed a fight or a shoot action this phase now 
  go on alert.
  ASSASSIN ACTIONS
  Move up to 6 squares. 
  Sprint move, rolling D6 and moving up to that many 
  squares. You may move and sprint in the same turn.
  Synskin Heal Roll D6: on 2-6, remove 1 wound.
  Fight an adjacent model you are facing. You may turn 
  to face any direction before a fight action.
  Shoot a model within 6 squares and LOS. You cannot 
  perform a shoot action if there is an enemy model 
  adjacent to you. You may turn to face any direction 
  before performing a shoot action.
  Fighting or shooting: roll the number of dice shown 
  beside your relevant fight or shoot action. If, after 
  modifiers and re-rolls, the highest result is greater than 
  or equal to the target’s resilience, that model suffers 
  a wound.
  Turn to face 
  an adjacent 
  assassin and 
  fight it.
  Shoot the closest 
  assassin in LOS.
  The renegade 
  may perform no 
  further actions 
  this turn.
  YES
  YES
  YES
  STOP
  Move D6 squares to 
  the closest assassin. 
  The renegade stops if 
  it moves adjacent to 
  an assassin. Otherwise, 
  at the end of its move 
  it faces the square it 
  would next move into.
  NO
  Has the renegade 
  moved this phase?
  NO
  Is an assassin within 6 
  squares and in LOS?
  NO
  Is an assassin adjacent?
  NO
  Choose a renegade 
  on alert.
  RETURN TO TOP
  Turn to face 
  an adjacent 
  assassin and 
  fight it.
  Shoot the closest 
  assassin in LOS.
  The renegade 
  may perform no 
  further actions 
  this turn.
  YES
  YES
  YES
  STOP
  Move D6 squares to 
  the closest assassin. 
  The renegade stops if 
  it moves adjacent to 
  an assassin. Otherwise, 
  at the end of its move 
  it faces the square it 
  would next move into.
  NO
  Has the renegade 
  moved this phase?
  NO
  Is an assassin within 6 
  squares and in LOS?
  NO
  Is an assassin adjacent?
  NO
  Choose a renegade 
  on alert.
  RETURN TO TOP
  
SOURCE: textdata/thevault/Warhammer/40k/Assassinorum - Execution Force/Rules Summery.pdf