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Assassinorum Execution Force
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===Overview=== The game is intended for 1-4 players, each of whom control one of the Assassins. Chaos Renegades are an NPC faction controlled by random dice rolls and Event Cards. Each type of character (Assassins, Cultists, Chaos Marines, and the Sorcerer Lord) has its own unique rules, abilities, and modifiers. Actual character gameplay revolves around Actions; Assassins get two Actions per turn, and Renegades get one to two Actions (determined randomly by a helpful spread sheet for anything that might go down during the game, located on the back of the rule book). Stamina takes the place of Wounds here, and Resilience is equatable to Toughness + Armour Save: if a D6 is rolled in either a Fight or Shoot Action, and the number on the D6 meets or exceeds the number next to the character's Resilience, the character takes a wound (thereby losing a point of Stamina). If a character runs out of Stamina, they be dead. Cultists have one wound, Assassins and Spiky Muhreens have two, and Sorcerer Lord Derpatron has three. All four Assassins have the ability to Move six squares, Sprint D6 squares, and heal a wound on a 2+ (thanks to Synskin). They each have a Shoot and Fight ability, determinate on whether they are at range or in CC, and they each have three Primaris Tactics and one Omegon Tactic, which can be used three times and one time per game, respectively. Each Assassin also has two passive Abilities that grant various boons. Assassin gameplay revolves around being Sam Fisher and attempting not to alert the guards (very difficult), all while revealing hidden rooms in an effort to locate the Teleportarium and its Control Room. If one Assassin ends its turn on the Control Room, the Teleportato is activated. Any Assassin who ends their subsequent turns on the Tilapiaquarium are then...er...teleported to the next (and much smaller) map, where they must make their way to and [[RIP_AND_TEAR|assassinate]] the Sorcerer Lord. Assassins have 16 turns, counted by a midget covered in dirty laundry, to accomplish this before the Sorcerer pwns the Imperium. Renegades that have not been alerted to the Assassins' presence, or who are not otherwise occupied, make a random Patrol move of D6 squares. There are helpful little red arrows on many of the squares that tell you where the Renegades go next if they land on them; some of the arrows branch off in multiple directions, and each direction corresponds to a D6 number (determined randomly...obviously). If a Renegade spots an Assassin or is within six squares of someone who performed a Shoot action, they will go On Alert. On Alert Renegades perform a CC Fight Action if they are in base-to-base contact with an Assassin, Shoot if they are not but have LoS, or Move D6 squares toward the nearest Assassin. If a Renegade is On Alert but otherwise unoccupied and an Assassin wanders into their field of view, the Renegade gets to perform an automatic Shoot Action. Like Assassins, Renegades have special modifiers to their abilities based on what type of Renegade they are. Last but not least are the random cards. There are two flavors: Room cards and Event cards. Room cards are placed when you discover a new room, and often come with enemies attached to them. To illustrate the surprise one must feel at seeing a walking raep machine ghost through the door when you're taking a shit, enemies that pop up in newly discovered rooms are considered Stunned (unable to do anything) until the Assassins' next turn. Event cards are drawn at the beginning of each Renegade phase, with more cards being drawn (up to a maximum of four total, including the mandatory one) based on how many Renegades are On Alert. Event cards are game changers: they can do a range of things from moving the turn counter back a turn to spawning more Renegades to stunning all of the Spiky Muhreens in the game. Cards negatively impact the Assassins far more often than they benefit them. Some Event cards also trigger a psychic event, in which only the Culexus assassin is unaffected.
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