++ Assassins Database ++

 

Eversor Assassin Callidus Assassin Vindicare Assassin Culexus Assassin

 

 

 

 

++ Imperial Database access 99231.6 ++     

++Bio-Classification:  Imperial Assassin ++

++ Group Affiliation:  Eversor Temple of Assassins ++   

   

       M WS BS S T W I A Ld

240 pts.

Eversor Assassin

6

8

8

5

5

4

8

4

10

   

Executor Pistol, Sentinel Array, Neuro-Gauntlet,Eversor Combat Drugs:  Fury, Terminus and Destroyer

              

Special Rules: 

Imperial Assassin:  Special rules for Psychology, Leadership, Gas Weapons, Dodge, Vision and Infiltration apply.

Combat Master:  The Eversor Assassin's bio-strengthened body and neuro-enhanced reflexes make him an utterly awesome hand to hand combat foe.  The more the enemy tries to harm the Assassin, the faster and more deadly he becomes.  If the Eversor Assassin is attacked in hand to hand combat by multiple opponents then he can use the enemies, numbers against them.  For each opponent after the first, add +1 to the Assassin's Weapon Skill.

Fear:  Causes Fear as described in the psychology section of the Warhammer 40,000 Rulebook.

Fast Shot:  Often the Eversor Assassin has to cut his way through the enemy forces in order to complete his mission.  With the aid of his cybernetic metacarpal implants, the Eversor Assassin may fire his Executor Pistol a number of times equal to his Attack characteristic.  This means that unless the Eversor Assassinhas had his Attacks characteristic reduced by some means, for example a psychic attack, then he may his pistol four times in each shooting phase.  The Assassin may use this skill whilst in overwatch.

Wounding the Eversor:  The Eversor Assassin's metabolism is so pumped full of combat drugs and toxins that he literally exudes poisons.  If the Eversor Assassin is wounded in hand to hand combat then he spray poisonous blood and acids all over his attacker.  The model that made the attack takes a Str4 hit causing 1 wound with a -1 saving throw modifier.

Killing the Eversor:   The Eversor Assassin is constantly immunising and neautralising himself against the drugs, toxins, nerve agents, acids, venoms and viruses that flow through his body.  Alone, any one of these substances is lethal to a normal human, but together there is a further danger of them reacting with each other.  Fortunately the Eversor Assassin can prevent this from happening, but only while he lives.  As soon as he dies, the process of neutralization stops and the chemicals react, causing him to spontaneously combust in a very gruesome and violent manner.  If the Eversor Assassin is reduced to 0 wounds, he will explode with the same effect as a plasma grenade.
                                                                                             


 

++ Imperial Database access 96473.0 ++     

++Bio-Classification:  Imperial Assassin ++

++ Group Affiliation:  Callidus Temple of Assassins ++   

   

        M WS BS S T W I A Ld

237 pts.

Callidus Assassin

6

8

8

5

5

4

8

4

10

   

Polymorphine, C'tan Phase Sword, Neural Shredder,  Poison Blades

               

Special Rules: 

Imperial Assassin:  Special rules for Psychology, Leadership, Gas Weapons, Dodge, Vision and Infiltration apply.

Evade:  Any enemy shooting at the Callidus Assassin from short range suffers a -2 to hit penalty, while any enemy shooting at long range suffers a -1 to hit penalty.   This bonus only applies if the Callidus Assassin is out in the open, not if she is behind cover.

Jump Back:  A Callidus Assassin must be able to close to her chosen target, which may ignoring bodyguards ans screens of troops sent to delay her.  A callidus Assassin may use her great speed and agility to leave a hand to hand combat unharmed.  At the start fo the hand to hand comabt phase the Callidus Assassin may disengage from combat by jumping back.  The Callidus Assassin may do this automatically and the opponent gains no free strike.  Simply move the Callidus Assassin up to 2" out of hand to hand combat.  This move may not be used to enter another hand to hand combat.

Reign of Confusion:  Whilst masquerading as a member of the enemy force,  a Callidus Assassin is trained to sow seeds of doubt and confusion by giving out bad advice and subtly misinterpreting orders.  To represent this, a player with a callidus Assassin in his army may force their opponent to discard one of their strategy cards, chosen at random and without using it at the start of the game.
                                                                                             


 

++ Imperial Database access 97352.1 ++     

++Bio-Classification:  Imperial Assassin ++

++ Group Affiliation:  Vindicare Temple of Assassins ++   

   

        M WS BS S T W I A Ld

215 pts.

Vindicare Assassin

6

8

8

5

5

4

8

4

10

   

Stealth Suit, Spy Mask, Exitus Longrifle, Exitus Pistol, Exitus Ammunition:  Shield Breaker, Turbo-Penetrator and Hellfire.

              

Special Rules: 

Imperial Assassin:  Special rules for Psychology, Leadership, Gas Weapons, Dodge, Vision and Infiltration apply.

Marksman:  The assassin may fire at any model he can see, even characters within a unit.  He can also choose a hit location when firing against targets with a hit location table such as vehicles and bunkers.  The Marksman skill also increases the long range the assassin can fire by 50%.

Rapid Fire - Exitus Longrifle:  As long as he remains stationary, the Assassin may fire his Exitus Longrifle twice in the shooting phase.  Thsi skill may not be used on overwatch nor may it be combined with the Hipshooting Exitus Pistol skill described below.

Hipshooting - Exitus PistolWhen the Vindicare Assassin has performed the fatal deed he must escape, sometimes through a crowd of angry malcontents.   In such close quarters the Exitus Longrifle is rather unwieldy, so the assassin must rely on his pistol.  To represent this, the Vindicare Assassin may make a run move and fire his Exitus Pistol in the same turn.  Troops who run can nto normally make any kind of ranged attack.
                                                                                             


 

++ Imperial Database access 96792,5 ++     

++Bio-Classification:  Imperial Assassin ++

++ Group Affiliation:  Culexus Temple of Assassins ++   

   

      M WS BS S T W I A Ld

215 pts.

Culexus Assassin

6

8

8

5

5

4

8

4

10

  

Etherium, Force Matrix, Animus Speculum, Psyk-Out Grenades.

            

Special Rules: 

Imperial Assassin:  Special rules for Psychology, Leadership, Gas Weapons, Dodge, Vision and Infiltration apply.

Souless:   If an enemy character, suad, vehicle, cehicle squadron or support weapon battery wishes to shoot or charge at the Culexus Assassin then you must roll a d6.   On a roll of 2 or more the Culexus Assassin has distracted the unit and they may not fire.  Instead the unit must choose another target to shoot at.  If the unit fails to charge it may charge another enemy model or it may continue with its move as if a charge had never been declared.  On a roll of 1, the Assassin is successfully spotted and weapons in the unit that are able to do so may shoot at the Culexus Assassin, rolling to hit and damage as normal;  chargers may charge and fight in hand to hand combat as normal.  If there is a psyker within charge range of the Culexus Assassin  then the Assassin may choose to charge the psyker in favor of other models.  The Assassin can simply slip by enemy squads and bodyguards.  However, if the Assassin is wounded, then his weakend state will cause him to lose this ability for the rest of the game and he may be shot at and charged as normal.

Anti-Psyker:  The Culexus Psyker is not a psyker and may not use any of the warp cards dealt to the Imperial player in the psychic phase.  The Culexus Assassin gains force power from his Force Matrix.

Psychic Abomination:   All psykers consider such a being as a Culexus Assassin to be an absolute abomination.  Even monstrosities such as a Tyranid Hive Tyrant can baulk at the prosect of being permanent;y severed form their psychic abilities and the Hive Mind.  The Culexus Assassin causes terror in all psykers.  Even psykers that are immune to psychology, cause terror themselves or are assumed to automatically pass any Leadership based test must pass a Terror test.  There are absolutely no exceptions to this, a model with psychic powers must make a Terror test if it starts it's turn within 8" of a Culexus Assassin, is charged by, or wishes to charge a Culexus Assassin.

Warp Disturbance:  The Culexus Assassin causes the warp to act in a very strange way.  His negative psychic abilities cause it to swirl around him in a vortex, in effect he creates a very small, localised warp storm, making it very dangerous for psykers, including friendly psykers, within 24" of the Culexus Assassin that attempts to use a power must roll a d6. If the roll is less than or equal to the number of force cards he played with the psychic power, then the power is immediately nullified and the psyker suffers a wound with no armor saves allowed.  If a power is played using the Ultimate Force warp card, the power counts as being powered by three force cards and cannot be nullified.  However, the psyker must still  roll a dice, if he rolls three or less then he takes a wound.

Life Drain:  This power may only be used against psykers that are in hand to hand combat with the Culexus Assassin.  Before fighting each round of hand to hand combat the psyker should roll 2d6  and add his Leadership characteristic to the score. The Culexus Assassin should roll 3d6, choose the two highest dice and add his Leadership Characteristic to the score.  If the scores are drwan or the Culexus Assassin loses, the atttack has no effect and the hand to hand combat continues as normal.  For each point the Culexus Assassin beats the psykers score by, he can drain one point from any one of the victim's WS, BS, S, T, Ld characteristics.  If any of the psykers characteristics are reduced to 0 , then the psyker is killed and removed as a casualty.   Drained characterisitics are lost for the rest of the battle.  If the Culexus Assassin is in hand to hand combat with more than one psyker, then test for each psyker seperately.

 

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