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ASSASSINS

INTRODUCTION
The Officio Assassinorum is one of the most secretive and feared regimes of the Imperium of man. They answer only to the High
Lords of Terra and the Master assassins of their respective temples.

HOW THIS DATASLATE WORKS

Datasheets and Wargear: These Army List Entries allow you to


add the agents of the Officio Assassinorum to your Inquisitorial
armies. Each Temple maintains an armoury of technological
wonders only utilised by the Assassins.
Armoury of the Officio Assassinorium: A detailed account of
the specialised tools used in the art of assassination.

ASSASSINS

Assassins are an Army List Entry that can be selected as an Elite choice in a detachment chosen from either Codex: Inquisition,
Codex:Grey Knights, or Codex:Sisters of Battle. You may include one Assassin in your army and one Assassin for every 1000 points past
the first 1000 points (ex. 2 Assassins in a 2000 point game).

ARMOUR

SPECIAL RULES

Stealth Suit: 4+ Armour Save; counts as a Camo Cloak


Synskin: 4+ Armour Save; Feel No Pain (6+)

Lightning Reflexes: Assassins have a 4+ Invulnerable save.

CALLIDUS ASSASSIN

WS BS S T W I A Ld Sv
Callidus Assassin

Wargear:
Synskin
Ctan Phase Sword
Neural Shredder

2 6

4 10 4+

Unit Type

Unit Composition

Infantry (Character)

1 Callidus Assassin

Polymorphine
Frag Grenades

POLYMORPHINE

The Callidus Assassin is always placed in reserve, even in


missions which do not normally use the Reserves rule. When
she becomes available, she may be placed anywhere on the
battlefield, and can move, assault, and charge in the turn she
arrives. Overwatch may not be used against the Callidus
Assassin on the turn in which she arrives on the battlefield.

CTAN PHASE SWORD


Range

User

AP Type
X

Melee, Armourbane, Fractal Edge

Fractal Edge: No saves are allowed against hits from a Ctan


Phase Sword, not even Invulnerable saves!

NEURAL SHREDDER

Range

Template

AP Type
1

125
Points

Pistol, Neural Shock

Neural Shock: Hits from this weapon are resolved against the
targets unmodified Leadership, rather than its Toughness.
This weapon cannot harm vehicles.

Special Rules:
A word in Your Ear...: The player with the Callidus Assassin
can move one enemy unit up to 6 after both sides have
deployed, but before the first turn starts, as if the unit had
made a move action, but ignoring difficult and dangerous and
terrain. The units new position must be within the normal
deployment zone outside of dangerous terrain, and the
owning player may choose the facing of the unit after it has
been moved.
Jump Back: At the start of any Assault phase, the Callidus
Assassin can attempt to disengage from combat. Roll a D6
on a roll of a 1 she fails to disengage and must fight on in the
combat normally, on a roll of 2 or more she moves that many
inches away from the enemy. This move cannot be used to
move into contact with a different enemy model. If this leaves
the enemy unit unengaged, they may make a consolidate
move at the end of the Assault phase.
Lightning Reflexes: Assassins have a 4+ Invulnerable save.
Poison Blades: If the Callidus Assassin is still in base contact
with an enemy model at the end of the Assault phase, after all
combats have been resolved, she may make an extra attack
with her Poisoned Blades. This attack always wounds on a 4+.
Fearless
Fleet
Move Through Cover
Precision Strikes

CULEXUS ASSASSIN

WS BS S T W I A Ld Sv
Culexus Assassin

Wargear:
Synskin
Animus Speculum
Etherium

2 6

4 10 4+

Unit Type

Unit Composition

Infantry (Character)

1 Culexus Assassin

Psyocculum
Psyk-out Grenades

ANIMUS SPECULUM
Range
12

S
5

AP Type
1

Assault 2, Null Syphon

Null Syphon: For every Psyker (A unit with the Brotherhood of


Psykers/Sorcerors special rule is counted as 1 Psyker) within 12
of the Culexus Assassin, add +1 to the Animus Speculums
Assault value (ie, Assault 2 becomes Assault 3 if there is one
Psyker within 12).

ETHERIUM

Any unit wishing to shoot at or charge the Culexus Assassin, and


any Psyker trying to target him with a psychic power, must first
pass a Leadership test (vehicles count as Leadership 10). If the
test is failed they may not target the Assassin, but may attack
another target instead.

PSYOCCULUM

120
Points

The bearer of a Psyocculum (and his unit) count as being


Ballistic Skill 10 if shooting at a unit containing one or more
Psykers.

Special Rules:
Life Drain: The Culexus Assassin may use this ability when
in close combat with a Psyker. The Psyker must take a
Leadership test with a -2 penalty to Leadership which is
cumulative with the Soulless rule. If they fail the Leadership
test, the Psyker loses 1 Wound, with no saving throws of any
type allowed (not even Invulnerable saves). This is worked out
at the start of the fight sub-phase and wounds inflicted by this
attack count towards the combat resolution. All other close
combat attacks are worked out as normal. This power can only
be used to affect one Psyker per turn.
Lightning Reflexes: Assassins have a 4+ Invulnerable save.
Psychic Abomination: Any Psyker within 6 of the Culexus
Assassin at the start of their turn must pass a Morale check
or fall back. If they are with a unit, then the unit will also fall
back.
Psyker Assassin: The Culexus Assassin can always target a
Psyker specifically with any shooting attacks, regardless of
whether the Psyker is in a unit, an Independent Character, etc.
The Culexus Assassin may ignore other models when charging
into an assault if this will allow it to get into contact with a
Psyker.
Soulless: Any unit (friend or foe) with a model within 12 of
the Culexus Assassin counts as having Leadership 7, unless it
would normally be less than this.
Fear
Fearless
Fleet
Move Through Cover
Scout

EVERSOR ASSASSIN

WS BS S T W I A Ld Sv
Eversor Assassin

Wargear:
Synskin
Neuro Gauntlet
Executioner Pistol
Power Weapon

2 6

4 10 4+

Unit Type

Unit Composition

Infantry (Character)

1 Eversor Assassin

Frenzon
Frag Grenades
Melta Bombs

EXECUTIONER PISTOL
Range

12

AP Type
2

Pistol, Poisoned (+2)

NEURO GAUNTLET
Range

User

FRENZON

AP Type
2

Melee, Poisoned (4+), Rending, Shred

When the Eversor Assassin charges into combat, it gains an


extra D6 Attacks instead of +1 Attack.

120
Points

Special Rules:
Bio-meltdown!: If the Eversor Assassin is killed, place a Blast
marker centred over the model. Any model touched by the
template takes an automatic Strength 5 hit, with saving throws
allowed as normal. The Eversor Assassin is then removed
from play.
Lightning Reflexes: Assassins have a 4+ Invulnerable save.
Deep Strike
Fearless
Fleet
Move Through Cover
Precision Strikes
Rage
Rampage

VINDICARE ASSASSIN

WS BS S T W I A Ld Sv
Vindicare Assassin

Wargear:
Stealth Suit
Exitus Rifle
Exitus Pistol

EXITUS RIFLE
Range

36

2 6

4 10 4+

Unit Type

Unit Composition

Infantry (Character)

1 Vindicare Assassin

Spy Mask

AP Type
1

Heavy 1, Sniper, Exitus Ammunition

Exitus Ammunition: The Exitus Rifle uses special


ammunition. You must declare which type of ammunition you
are using before rolling to hit.
- Hellfire: Poisoned (2+)
- Shield-Breaker: Any model hit with a Shield-Breaker round
immediately losed any invulnerable saves it had for the rest
of the battle.
- Turbo-Penetrator: A Turbo-Penetrator round inflicts 2
wounds on a non-vehicle model instead of 1. A
Turbo-Penetrator round has an Armour Penetration of 4D6.

EXITUS PISTOL
Range

12

AP Type
1

Pistol

135
Points

Special Rules:
Lightning Reflexes: Assassins have a 4+ Invulnerable save.
Marksman: All shots fired that hit and wound, except snap
shots, are Precision Shots and the target may not make a
Look Out, Sir roll. The Vindicare Assassin may always target a
unit within range and line of sight including a unit locked in
combat, even a friendly unit.
Infiltrate
Fearless
Fleet
Move Through Cover
Stealth

SPY MASK

The Vindicare Assassin has an Auspex and Night Vision.

STEALTH SUIT

Stealth Suit confers a 4+ Armour Save and Feel No Pain


(6+) and counts as a Camo Cloak.

ARMOURY OF THE
OFFICIO ASSASSINORUM
RANGED WEAPONS
ANIMUS SPECULUM

The Animus Speculum is the striking elongated helm worn by


Culexus Assassins concealing a cannon that focuses the Culexus
Assassins Anti-psyker Aura.
Range
12

AP Type

EXITUS RIFLE

The Exitus Rifle is the Pinnacle of gunsmithing and ballistic accuracy.


The Rifle comes with an array of sensors and compensators ensuring
precision no matter what the battlefield conditions are. Exitus Rifles
fire special ammunition each tailored for a specific use. Only Vindicare
Assassins are entrusted with such deadly weapons.

Assault 2, Null Syphon

Range

Null Syphon: For every Psyker (A unit with the Brotherhood of


Psykers/Sorcerors special rule is counted as 1 Psyker) within 12
of the Culexus Assassin, add +1 to the Animus Speculums
Assault value (ie, Assault 2 becomes Assault 3 if there is one
Psyker within 12).

36

A High Power Needle Pistol that fires a very potent Crystallised


Neurotoxin. Execuioner Pistols are used exclusively by the Eversor
Assassins.
S

12

AP Type
2

Pistol, Poisoned (+2)

The side arm of all Vindicare Assassins, the Exitus Pistol is masterfully
crafted to the same tollerances of the Exitus Rifle and serves as a
formidable deterrant to those who would wish get up close and personal
with the otherwise long ranged Vindicare Assassin.
S

12

AP Type
1

Heavy 1, Sniper, Exitus Ammunition

Exitus Ammunition: The Exitus Rifle uses special ammunition.


You must declare which type of ammunition you are using
before rolling to hit.

- Shield-Breaker: Any model hit with a Shield-Breaker round


immediately losed any invulnerable saves it had for the rest of
the battle.
- Turbo-Penetrator: A Turbo-Penetrator round inflicts 2
wounds on a non-vehicle model instead of 1. A
Turbo-Penetrator round has an Armour Penetration of 4D6.

EXITUS PISTOL

Range

- Hellfire: Poisoned (2+)

EXECUTIONER PISTOL

Range

AP Type

Pistol

NEURAL SHREDDER

The Callidus Assassin caries many exotic weapons. One of them being
the Neural Shredder, a small gun that damages an enemys nervous
system.
Range

Template

AP Type
1

Pistol, Neural Shock

Neural Shock: Hits from this weapon are resolved against the
targets unmodified Leadership, rather than its Toughness. This
weapon cannot harm vehicles.

MELEE WEAPONS
CTAN PHASE SWORD

The Ctan Phase Sword has many unique and indescribable physical
properties, much like the Ctan themselves. The extremely rare Ctan
necrodermis that these blades are composed of can cut through any
barrier or armour from the both the materium and immaeterium.

Range

User

AP Type
X

Melee, Armourbane, Fractal Edge

Fractal Edge: No saves are allowed against hits from a Ctan


phase Sword, not even Invulnerable saves!

NEURO GAUNTLET

The Neuro Gauntlet is composed of long fingers ending in hypodermic


needles. The hypodermic needles inject neurotoxins into their victims
and can kill in an instant. The Neuro Gauntlet is used only by the
Eversor Assassin.
Range

User

AP Type
3

Melee, Poisoned (4+), Rending, Shred

GRENADES
PSYKOUT GRENADE

Rules for the following items can be found in the


Warhammer 40,000 rulebook:

A tool used to subdue Rogue Psykers by Inquisitors. These grenades


release a cloud of psi-refractive particles that temporarily paralyze
Psykers.

Frag Grenades*
Melta Bombs

When a unit equipped with Psyk-out Grenades launches an


assault, any Psykers in the assaulted unit(s) are reduced to
Initiative 1 for the remainder of the phase.

*See Assault Grenades

SPECIAL ISSUE WARGEAR


AUSPEX

Auspexes can surveil the immediate surrounding. They are often used
to target enemies dug into cover and enhance the targeting of friendly
weapon systems.
A model with an Auspex can use it in place of making a
shooting attack. If he does so, target an enemy unit within 12
(this does not count as choosing a target for his unit to shoot
at). A unit that is targeted by one or more Auspexes has its cover
saves reduced by 1 until the end of the phase.

CAMO CLOAK

Camo Cloaks allow their bearer to blend in with their environment


making them disappear to the naked eye.
A model wearing a Camo Cloak has +1 cover save. If it does not
already have a cover save, it gains a 6+ cover save.

ETHERIUM

The Culexus Assassin uses an Aegis System known as the Etherium. The
Etherium enhances the Culexuss own anti-psychic field and their
natural aura of disomfort making them hard to target or hit in combat.
Any unit wishing to shoot at or charge the Culexus Assassin, and
any Psyker trying to target him with a psychic power, must first
pass a Leadership test (vehicles count as Leadership 10). If the
test is failed they may not target the Assassin, but may attack
another target instead.

FRENZON

Frenzon is a powerful combat drug used by Eversor Assassins to


enhance their reflexes and destructive potential.
When the Eversor Assassin charges into combat, it gains an
extra D6 Attacks instead of +1 Attack.

POLYMORPHINE

Callidus Assassins are trained to use the shape-altering drug


Polymorphine to infiltrate enemy bases. Polymorphine allows them to
assume the shape and features of any humanoid.
The Callidus Assassin is always placed in reserve, even in
missions which do not normally use the Reserves rule. When
she becomes available, she may be placed anywhere on the
battlefield, and can move, assault, and charge in the turn she
arrives. Overwatch may not be used against the Callidus
Assassin on the turn in which she arrives on the battlefield.

PSYOCCULUM

An integral part of any Culexus Assassins Animus Speculum. A


Psyocculm ensures that the Assassin always hits its mark by zeroing in
on a Psykers aura.
The bearer of a Psyocculum (and his unit) count as being
Ballistic Skill 10 if shooting at a unit containing one or more
Psykers.

SPY MASK

A face plate containing many advanced sensor arrays worn by


Vindicare Assassins.
The Vindicare Assassin has an Auspex and Night Vision.

ARMOUR
SYNSKIN

STEALTH SUIT

Synskin confers a 4+ Armour Save and Feel No Pain (6+).

Stealth Suit confers a 4+ Armour Save and Feel No Pain (6+) and
counts as a Camo Cloak.

Officio Assassinorum Operatives use a thick paste that adheres to their


skin and cures to a rubbery consistency known as Synskin. It offers a
protective second skin that allows them to retain their movement.

The Vindicare Temple uses a combination of Synskin with an outer


garment laced Cameleoline materials to ensure complete stealth for
their operatives.

REFERENCE
All of the rules amd tables here are condensed for
ease of reference. If you need the full rule see its
entry in the main pages of the book.

SPECIAL RULES

A Word in your Ear (pg. 4): The player with the Callidus
Assassin can move one enemy unit up to 6 after both sides have
deployed, but before the first turn starts, as if the unit had made
a move action, but ignoring difficult and dangerous and terrain.
The units new position must be within the normal deployment
zone outside of difficult and dangerous terrain, and the
owning player may choose the facing of the unit after it has
been moved.

Lightning Reflexes (pg. 4): Assassins have a 4+ Invulnerable save.


Marksman (pg. 7): All shots fired that hit and wound, except
snap shots, are Precision Shots and the target may not make a
Look Out, Sir roll. The Vindicare Assassin may always target a
unit within range and line of sight including a unit locked in
combat, even a friendly unit.

Poison Blades (pg. 4): If the Callidus Assassin is still in base


contact with an enemy model at the end of the Assault phase,
Bio-meltdown! (pg. 6): If the Eversor Assassin is killed, place a
after all combats have been resolved, she may make an extra
Blast marker centred over the model. Any model touched by the
attack with her poisoned blades. This attack always wounds on
template takes an automatic Strength 5 hit, with saving throws
a 4+.
allowed as normal. The Eversor Assassin is then removed from
play.
Psychic Abomination (pg. 5): Any Psyker within 6 of the
Culexus Assassin at the start of their turn must pass a Morale
Jump Back (pg. 4): At the start of any Assault phase, the Callidus
check or fall back. If they are with a unit, then the unit will also
Assassin can attempt to disengage from combat. Roll a D6 on
fall back.
a roll of a 1 she fails to disengage and must fight on in the
combat normally, on a roll of 2 or more she moves that many
Psyker Assassin (pg. 5): The Culexus Assassin can always target
inches away from the enemy. This move cannot be used to
a Psyker specifically with any shooting attacks, regardless of
move into contact with a different enemy model. If this leaves
whether the Psyker is in a unit, an Independent Character, etc.
the enemy unit unengaged, they may make a consolidate move
The Culexus Assassin may ignore other models when charging
at the end of the Assault phase.
into an assault if this will allow it to get into contact with a
Psyker.
Life Drain (pg. 5): The Culexus Assassin may use this ability
when in close combat with a Psyker. The Psyker must take a
Soulless (pg. 5): Any unit (friend or foe) with a model within 12
Leadership test with a -2 penalty to Leadership which is
of the Culexus Assassin counts as having Leadership 7, unless it
cumulative with the Soulless rule. If they fail the Leadership
would normally be less than this.
test, the Psyker loses 1 Wound, with no saving throws of any
type allowed (not even Invulnerable saves). This is worked out
at the start of the fight sub-phase and wounds inflicted by this
attack count towards the combat resolution. All other close
combat attacks are worked out as normal. This power can only
be used to affect one Psyker per turn.

ARMOUR
Stealth Suit: 4+ Armour Save; counts as a Camo Cloak
Synskin: 4+ Armour Save; Feel No Pain (6+)

GRENADES
Psyk-out Grenades: When a unit equipped with Psyk-out
Grenades launches an assault, any Psykers in the assaulted
unit(s) are reduced to Initiative 1 for the remainder of the phase.

PROFILES

SPECIAL ISSUE WARGEAR

ELITES

Auspex: A model can use an auspex instead of shooting. If she


does so, an enemy unit within 12 has -1 cover save until the end
of the phase.
Camo Cloak: +1 cover save.
Etherium: Any unit wishing to shoot at or charge the Culexus
Assassin, and any Psyker trying to target him with a psychic
power, must first pass a Leadership test (vehicles count as
Leadership 10). If the test is failed they may not target the
Assassin, but may attack another target instead.

WS BS S T W I A Ld Sv

Unit Type

Pg

Callidus Assassin

2 6

4 10 4+

In (ch)

Culexus Assassin

2 6

4 10 4+

In (ch)

Eversor Assassin

2 6

4 10 4+

In (ch)

Vindicare Assassin

2 6

4 10 4+

In (ch)

UNIT TYPES

Infantry = In, Character = (ch)

Frenzon: When the Eversor Assassin charges into combat, it


gains an extra D6 Attacks rather than just +1 Attack.
Polymorphine: The Callidus Assassin is always placed in
reserve, even in missions which do not normally use the
Reserves rule. When she becomes available, she may be placed
anywhere on the battlefield, and can move, assault, and charge
in the turn she arrives. Overwatch may not be used against the
Callidus Assassin on the turn in which she arrives on the
battlefield.
Spy Mask: The Vindicare Assassin has an Auspex and Night
Vision.

MELEE WEAPONS
Range

AP

Ctan Phase Sword

x2

Melta Bomb

Armourbane, Unwieldy

Neuro Gauntlet

User

Melee, Poisoned (4+),


Rending, Shred

Power Axe

+1

Melee, Unwieldy

Power Lance

Power Maul

+2

Melee, Concussive

Power Sword

User

Melee

Weapon

+1/User 3/4

Type
Melee, Armourbane,
Fractal Edge

Melee

RANGED WEAPONS
Range

AP

Animus Speculum

12

Assault 2, Null Syphon

Executioner Pistol

12

Pistol, Poisoned (2+)

Exitus Pistol

12

Pistol

Exitus Rifle

36

Heavy 1, Sniper,
Exitus Ammunition

Assault 1, Blast

Template

Pistol, Neural Shock

Weapon

Frag Grenade
Neural Shredder

Type

10

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