Warhammer 40,000: Chaos Gate - Daemonhunters - Execution Force is a turn-based strategy RPG that places players in command of Grey Knights and elite assassins as they combat the spread of Nurgle corruption across the galaxy. The experience centers on managing a strike force through a campaign of tactical missions, resource allocation, and unit progression against plague-ridden enemies.
Gameplay
Combat unfolds on grid-based maps where each turn allows precise positioning, ability activation, and targeted strikes. Grey Knights form the backbone of squads with their durable armor and psychic powers, while the four new assassin units introduce specialized roles that reward careful planning. The Vindicare excels at long-range elimination with armor-piercing shots. The Eversor delivers high-mobility melee devastation that can chain into additional attacks. The Culexus disrupts enemy psykers and applies debilitating effects through anti-psychic abilities. The Callidus focuses on infiltration to scout ahead and set up ambushes with polymorphic tools.
Progression ties into the main campaign timeline, where assassins become available after specific events and integrate directly into existing squads. New weapons and armor pieces for Grey Knights expand loadout options, emphasizing synergy between the durable core units and the fragile but high-output assassins. Mission objectives often require balancing aggression with survival, as enemy reinforcements and environmental hazards like plagues force players to adapt formations and prioritize targets.
Game Modes
The primary structure remains the single-player campaign, now augmented by two distinct mission categories introduced in this expansion. Tentarus Hive encounters send squads into five new maps filled with corrupted nodes that must be destroyed while contending with spreading plagues and reinforcements. These missions emphasize efficient routing and crowd control to prevent status effects from overwhelming the team.
Boarding Action missions shift the action inside Death Guard cruisers, where players disable power generators and navigate tight corridors against close-quarters threats. All cruiser encounters now support direct onboard combat rather than abstract resolution, adding variety through confined spaces and ship-specific layouts that reward different unit compositions than open-field battles.
New Units and Equipment
Requisitioning the assassins requires advancing through campaign milestones, after which they slot into strike forces alongside Grey Knights. Each assassin brings unique cooldowns and passives that complement the existing roster without replacing core tactics. Equipment updates focus on Grey Knight upgrades that enhance resilience or output in prolonged engagements, allowing players to tailor squads for hive-clearing or ship-boarding priorities.
These additions integrate seamlessly into the existing loop of mission selection, squad customization, and post-mission upgrades, extending the campaign without altering its fundamental structure.
Is It Worth Playing?
Players who enjoy methodical turn-based tactics and Warhammer 40,000 lore will find meaningful extensions to the base campaign through the new units and mission types. The assassins add tactical depth by offering high-risk, high-reward options that encourage experimentation with squad builds. Boarding actions and hive missions provide fresh objectives that break up standard engagements while remaining grounded in the same combat rules.
Reception from reviewers highlights the expansion as a strong addition that improves replayability for those already invested in the Grey Knights campaign. It suits fans of XCOM-style strategy who appreciate single-player depth over multiplayer features, with no live-service elements or seasonal content required. Availability on PC makes it accessible for those seeking a complete, self-contained tactical experience set in the grimdark universe.