Escolar Documentos
Profissional Documentos
Cultura Documentos
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.
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
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
User
AP Type
X
NEURAL SHREDDER
Range
Template
AP Type
1
125
Points
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
ETHERIUM
PSYOCCULUM
120
Points
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
NEURO GAUNTLET
Range
User
FRENZON
AP Type
2
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
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
STEALTH SUIT
ARMOURY OF THE
OFFICIO ASSASSINORUM
RANGED WEAPONS
ANIMUS SPECULUM
AP Type
EXITUS RIFLE
Range
36
12
AP Type
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
EXITUS PISTOL
Range
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
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
NEURO GAUNTLET
User
AP Type
3
GRENADES
PSYKOUT GRENADE
Frag Grenades*
Melta Bombs
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
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
POLYMORPHINE
PSYOCCULUM
SPY MASK
ARMOUR
SYNSKIN
STEALTH SUIT
Stealth Suit confers a 4+ Armour Save and Feel No Pain (6+) and
counts as a Camo Cloak.
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.
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
ELITES
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
MELEE WEAPONS
Range
AP
x2
Melta Bomb
Armourbane, Unwieldy
Neuro Gauntlet
User
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
Executioner Pistol
12
Exitus Pistol
12
Pistol
Exitus Rifle
36
Heavy 1, Sniper,
Exitus Ammunition
Assault 1, Blast
Template
Weapon
Frag Grenade
Neural Shredder
Type
10