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    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 toadd the agents o the Oicio Assassinorum to your Inquisitorialarmies. Each Temple maintains an armoury o technologicalwonders only utilised by the Assassins.• Armoury of the Officio Assassinorium: A detailed account othe specialised tools used in the art o assassination.• Liber Apocalyptica: A collection o Datsheets and ormationsor use in Apocalypse.

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    ASSASSINS

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

    ARMOUR 

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

    SPECIAL RULES

    Lightning Reexes: Assassins have a 4+ Invulnerable save.

    Lone Agent: An Assassin may not join a unit or be joined by anIndedpendent Character.

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    CALLIDUS ASSASSIN115

    Points

    Callidus Assassin 5 5 4 4 2 6

    WS BS S T W I A

    4

    Ld

    10

    Sv

    4+

    Unit Type

    Inantry (Character)

    Unit Composition

    1 Callidus Assassin

     WARGEAR:

    • Synskin• C’tan Phase Sword• Neural Shredder

    • Polymorphine• Frag Grenades

    SPECIAL RULES:

    • A word in Your Ear...: The player with the Callidus Assassincan move one enemy unit up to 6” afer both sides havedeployed, but beore the first turn starts, as i the unit hadmade a move action, but ignoring difficult and dangerous andterrain. The unit’s new position must be within the normaldeployment zone outside o dangerous terrain, and theowning player may choose the acing o the unit afer it hasbeen moved. Multiple Callidus Assassins may use this specialrule consecutively to move the same unit.• Jump Back: At the start o the Fight sub-phase, the Callidus Assassin can attempt to disengage rom combat. Roll a D6 –on a roll o a 1 she ails to disengage and must fight on in thecombat normally, on a roll o 2 or more she moves that manyinches away rom the enemy. This move cannot be used tomove into contact with a different enemy model. I this leavesthe enemy unit unengaged, they may make a consolidate

    move at the end o the Assault phase.• Lightning Reflexes: Assassins have a 4+ Invulnerable save.• Lone Agent: An Assassin may not join a unit or be joined byan Indedpendent Character.• Poison Blades: I the Callidus Assassin is still in base contactwith an enemy model at the end o the Assault phase, afer allcombats have been resolved, she may make an extra attackwith her Poisoned Blades. This attack always wounds on a 4+.• Fearless• Fleet• Move Through Cover• Precision Strikes

    POLYMORPHINEThe Callidus Assassin is always placed in reserve, even inmissions which do not normally use the Reserves rule. Whenshe becomes available, she may be placed anywhere on thebattlefield, and can move, assault, and charge in the turn shearrives. Overwatch may not be used against the Callidus Assassin on the turn in which she arrives on the battlefield.

    C’TAN PHASE SWORDRange S AP Type

      - +2 X Melee, Armourbane, Fractal Edge

    Fractal Edge: No saves are allowed against hits rom a C’tanPhase Sword, not even Invulnerable saves!

    NEURAL SHREDDER   Range S AP Type

    Template 8 1 Pistol, Neural Shock

    Neural Shock: Hits rom this weapon are resolved against thetarget’s unmodified Leadership, rather than its Toughness.This weapon cannot harm vehicles.

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    CULEXUS ASSASSIN120

    Points

    Culexus Assassin 5 5 4 4 2 6

    WS BS S T W I A

    4

    Ld

    10

    Sv

    4+

    Unit Type

    Inantry (Character)

    Unit Composition

    1 Culexus Assassin

     WARGEAR:

    • Synskin• Animus Speculum• Etherium

    • Psyocculum• Frag Grenades• Psyk-out Grenades

    A NIMUS SPECULUM  Range S AP Type

      12” 5 1 Assault 2, Null Syphon

    Null Syphon: For every Psyker (A unit with the Brotherhood oPsykers/Sorcerors special rule is counted as 1 Psyker) within 12”o the Culexus Assassin, add +1 to the Animus Speculum’s Assault value (ie, Assault 2 becomes Assault 3 i there is onePsyker within 12”).

    ETHERIUM Any unit wishing to shoot at or charge the Culexus Assassinmust first pass a Leadership test on 3D6 (vehicles count asLeadership 10). I the test is ailed they may not target the Assassin, but may attack another target instead. The Culexus Assassin is unaffected by all Psychic powers.

    PSYOCCULUMThe bearer o a Psyocculum (and his unit) count as beingBallistic Skill 10 i shooting at a unit containing one or morePsykers.

    SPECIAL RULES:

    • Life Drain: The Culexus Assassin may use this ability whenin close combat with a Psyker. The Psyker must take aLeadership test with a -2 penalty to Leadership which iscumulative with the Soulless rule. I they ail the Leadershiptest, the Psyker loses 1 Wound, with no saving throws o anytype allowed (not even Invulnerable saves). This is worked outat the start o the Fight sub-phase and wounds inflicted by thisattack count towards the combat resolution. All other closecombat attacks are worked out as normal. This power can onlybe used to affect one Psyker per turn.• Lightning Reflexes:  Assassins have a 4+ Invulnerable save.• Lone Agent: An Assassin may not join a unit or be joined byan Indedpendent Character.• Psychic Abomination: Any Psyker within 6” o the Culexus Assassin at the start o their turn must pass a Morale checkor all back. I they are with a unit, then the unit will also all

    back.• Psyker Assassin: The Culexus Assassin can always target andallocate Wounds to a Psyker, the Psyker may not make a LookOut, Sir roll. The Culexus Assassin may ignore other modelswhen charging into an assault i this will allow it to get intocontact with a Psyker.• Soulless: Any unit (riend or oe) with a model within 12” othe Culexus Assassin counts as having Leadership 7, unless itwould normally be less than this.• Fear• Fearless• Fleet• Move Through Cover• Scout

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    EVERSOR ASSASSIN110

    Points

    Eversor Assassin 6 5 4 4 2 6

    WS BS S T W I A

    4

    Ld

    10

    Sv

    4+

    Unit Type

    Inantry (Character)

    Unit Composition

    1 Eversor Assassin

     WARGEAR:

    • Synskin• Neuro Gauntlet• Executioner Pistol• Power Weapon

    • Frenzon• Frag Grenades• Melta Bombs

    EXECUTIONER PISTOL   Range S AP Type

      12” 4 2 Pistol, Poisoned (+2)

    NEURO GAUNTLET   Range S AP Type

      - User 2 Melee, Poisoned (5+), Rending, Shred

    FRENZON When the Eversor Assassin charges into combat, it gains anextra D6 Attacks instead o +1 Attack. In addition, the Eversor Assassin has the Feel No Pain special rule.

    SPECIAL RULES:

    • Bio-meltdown!: I the Eversor Assassin is killed, place a Blastmarker centred over the model. Any model touched by thetemplate takes an automatic Strength 5 hit, with saving throwsallowed as normal. The Eversor Assassin is then removedrom play.• Fast Shot: The Eversor Assassin may fire his ExecutionerPistol twice in the Shooting phase and when Overwatching.• Lightning Reflexes: Assassins have a 4+ Invulnerable save.• Lone Agent: An Assassin may not join a unit or be joined byan Indedpendent Character.• Deep Strike• Fearless• Fleet• Move Through Cover• Precision Strikes• Rampage

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    VINDICARE ASSASSIN

     Vindicare Assassin 5 7 4 4 2 6

    WS BS S T W I A

    4

    Ld

    10

    Sv

    4+

    Unit Type

    Inantry (Character)

    Unit Composition

    1 Vindicare Assassin

    125Points

     WARGEAR:

    • Stealth Suit• Exitus Rile• Exitus Pistol

    • Spy Mask• Frag Grenades

    EXITUS R IFLE  Range S AP Type

      48” X 1 Heavy 1, Sniper, Exitus Ammunition

    Exitus Ammunition: The Exitus Rifle uses specialammunition. You must declare which type o ammunition youare using beore rolling to hit.- Hellre: Fleshbane- Shield-Breaker: Invulnerable saves cannot be taken against

    Shield-breaker rounds.  Any model that suffers a Wound roma Shield-Breaker round immediately losed any invulnerablesaves it had or the remainder o the game.

    - Turbo-Penetrator: A Turbo-Penetrator round inflicts 2wounds on a non-vehicle model instead o 1. ATurbo-Penetrator round has an Armour Penetration o 3D6.

    EXITUS PISTOL   Range S AP Type

      12” 5 1 Pistol

    SPECIAL RULES:

    • Lightning Reflexes: Assassins have a 4+ Invulnerable save.• Lone Agent: An Assassin may not join a unit or be joined byan Indedpendent Character.• Marksman: All shots fired that hit and wound, except snapshots, are Precision Shots and the target may not make a LookOut, Sir roll. The Vindicare Assassin may always target a unitwithin range and line o sight including a unit locked incombat, even a riendly unit.• Infiltrate• Fearless• Fleet• Move Through Cover• Stealth

    SPY MASKThe Vindicare Assassin has an Auspex and Night Vision.

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

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    ARMOURY OF THE

    OFFICIO ASSASSINORUMR ANGED W EAPONS

    A NIMUS SPECULUMThe Animus Speculum is the striking elongated helm worn byCulexus Assassins concealing a cannon that ocuses the Culexus Assassin’s Anti-psyker Aura.

      Range S AP Type

      12” 5 1 Assault 2, Null Syphon

    Null Syphon: For every Psyker (A unit with the Brotherhood oPsykers/Sorcerors special rule is counted as 1 Psyker) within 12”o the Culexus Assassin, add +1 to the Animus Speculum’s Assault value (ie, Assault 2 becomes Assault 3 i there is onePsyker within 12”).

    EXECUTIONER PISTOL  A High Power Needle Pistol that fires a very potent Crystallised Neurotoxin. Execuioner Pistols are used exclusively by the Eversor Assassins.

      Range S AP Type

      12” 4 2 Pistol, Poisoned (+2)

    EXITUS PISTOL The side arm o all Vindicare Assassins, the Exitus Pistol is masterullycrafed to the same tollerances o the Exitus Rifle and serves as a ormidable deterrant to those who would wish get up close and personalwith the otherwise long ranged Vindicare Assassin.

      Range S AP Type

      12” 5 1 Pistol

    EXITUS R IFLEThe Exitus Rifle is the Pinnacle o gunsmithing and ballistic accuracy.The Rifle comes with an array o sensors and compensators ensuring precision no matter what the battlefield conditions are. Exitus Rifles fire special ammunition each tailored or a specific use. Only Vindicare Assassins are entrusted with such deadly weapons.

    Range S AP Type

      48” X 1 Heavy 1, Sniper, Exitus Ammunition

    Exitus Ammunition: The Exitus Rifle uses special ammunition. You must declare which type o ammunition you are usingbeore rolling to hit.

    - Hellre: Poisoned (2+)

    - Shield-Breaker: Any model hit with a Shield-Breaker roundimmediately losed any invulnerable saves it had or the rest othe battle.

    - Turbo-Penetrator: A Turbo-Penetrator round inflicts 2wounds on a non-vehicle model instead o 1. ATurbo-Penetrator round has an Armour Penetration o 3D6.

    NEURAL SHREDDER The Callidus Assassin caries many exotic weapons. One o them beingthe Neural Shredder, a small gun that damages an enemy’s nervous system.

      Range S AP Type

    Template 8 1 Pistol, Neural Shock

    Neural Shock: Hits rom this weapon are resolved against thetarget’s unmodified Leadership, rather than its Toughness. Thisweapon cannot harm vehicles.

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    GRENADES

    PSYK−OUT GRENADE A tool used to subdue Rogue Psykers by Inquisitors. These grenadesrelease a cloud o psi-reractive particles that temporarily paralyze Psykers.

     Assault When a unit equipped with Psyk-out Grenades launches an

    assault, any Psykers in the assaulted unit(s) are reduced toInitiative 1 or the remainder o the phase.

    Shooting  When a unit armed with Psyk-out Grenades makes a shootingattack, one model can choose to throw a grenade, rather thanusing another shooting weapon.

      Range S AP Type

      8” 3 - Assault 1, Blast, Psi-shock

    Psi-shock: Any Psyker that suffers an unsaved wound rom aPsyk-out Grenade suffers the Perils o the Warp in addition toany other effects.

    Frag Grenades*Melta Bombs

    *See Assault Grenades

    Rules for the following items can be found in theWarhammer 40,000 rulebook:

    ARMOUR

    SYNSKINOfficio 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.

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

    STEALTH SUIT The Vindicare Temple uses a combination o Synskin with an outer garment laced Cameleoline materials to ensure complete stealth ortheir operatives.

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

    MELEE WEAPONS

    C’TAN PHASE SWORDThe C’tan Phase Sword has many unique and indescribable physical properties, much like the C’tan themselves. The extremely rare C’tannecrodermis that these blades are composed o can cut through anybarrier or armour rom the both the materium and immaeterium.

    Range S AP Type

      - +2 X Melee, Armourbane, Fractal Edge

    Fractal Edge: No saves are allowed against hits rom a C’tanPhase Sword, not even Invulnerable saves!

    NEURO GAUNTLET The Neuro Gauntlet is composed o long fingers ending in hypodermic

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

      Range S AP Type

      - User 2 Melee, Poisoned (5+), Rending, Shred

    Power Weapons

    Proles for the following melee weapons are listed onthe Proles page of the Reference. Their full rules can befound in the Warhammer 40,000 rulebook:

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    SPECIAL ISSUE WARGEAR

    A USPEX  Auspexes can surveil the immediate surrounding. They are ofen used

    to target enemies dug into cover and enhance the targeting o riendlyweapon systems.

     A model with an Auspex can use it in place o making ashooting attack. I he does so, target an enemy unit within 12”(this does not count as choosing a target or his unit to shootat). A unit that is targeted by one or more Auspexes has its coversaves reduced by 1 until the end o the phase.

    CAMO CLOAKCamo Cloaks allow their bearer to blend in with their environmentmaking them disappear to the naked eye.

     A model wearing a Camo Cloak has +1 cover save. I it does notalready have a cover save, it gains a 6+ cover save.

    ETHERIUMThe Culexus Assassin uses an Aegis System known as the Etherium. The Etherium enhances the Culexus’s own anti-psychic field and theirnatural aura o disomort making them hard to target or hit in combat.

     Any unit wishing to shoot at or charge the Culexus Assassinmust first pass a Leadership test on 3D6 (vehicles count asLeadership 10). I the test is ailed they may not target the Assassin, but may attack another target instead. The Culexus Assassin is unaffected by all Psychic powers.

    FRENZON Frenzon is a powerul combat drug used by Eversor Assassins to

    enhance their reflexes and destructive potential.

     When the Eversor Assassin charges into combat, it gains anextra D6 Attacks instead o +1 Attack. In addition, the Eversor Assassin has the Feel No Pain special rule.

    POLYMORPHINECallidus Assassins are trained to use the shape-altering drug Polymorphine to infiltrate enemy bases. Polymorphine allows them toassume the shape and eatures o any humanoid.

    The Callidus Assassin is always placed in reserve, even inmissions which do not normally use the Reserves rule. Whenshe becomes available, she may be placed anywhere on thebattlefield, 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 o any Culexus Assassin’s Animus Speculum. A Psyocculm ensures that the Assassin always hits its mark by zeroing inon a Psyker’s aura.

    The bearer o a Psyocculum (and his unit) count as beingBallistic Skill 10 i shooting at a unit containing one or morePsykers.

    SPY MASK A ace plate containing many advanced sensor arrays worn by

    Vindicare Assassins.

    The Vindicare Assassin has an Auspex and Night Vision.

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    FORMATION RESTRICTIONSNone.

    ASSASSINS

    ASSASSINORUM

    MURDER SQUAD

    1 Vindicare Assassin

    1 Callidus Assassin

    1 Eversor Assassin

    1 Culexus Assassin

    SPECIAL RULES:

    Best of the Best: The Assassins in a Murder Squad each have 3 Wounds, and their Synskin coners the Feel No Pain (5+) specialrule.

    Black Frenzon: The Eversor’s Frenzon coners 2d6 exta Attacks

    as a charge bonus instead o 1D6. It also conersFeel No Pain (4+).

    Exitus Relics: The Vindicare’s Exitus Weaponry has the SoulBlaze special rule (this affects Exitus Ammunition as well).

    Neural Obliterator: The Callidus’ Neural Shredder isStrength 9.

    Speculum Majora: The Culexus’ Animus Speculum isStrength 6.

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    3

    ASSASSINS

    VINDICARE

    SUPPRESSION SQUAD

    FORMATION RESTRICTIONSNone.

    2-6 Vindicare Assassins

    SPECIAL RULES:

    Ultimate Assassins: The Assassins in this ormation gain the Infiltrate andScout special rules i they did not already have them. This ormationre-rolls ailed Reserve rolls and may move on to the table rom Reservesrom any table edge.

    Coordinated Firepower: The Vindicares’ Exitus Rifle and Exitus Pistol gainthe Pinning special rule when two or more Vindicare Assassins fire uponthe same target.

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    ASSASSINS

    CULEXUS WARP

    DESOLATION FORCE

    2-6 Culexus Assassins

    SPECIAL RULES:

    Ultimate Assassins: The Assassins in this ormation gain the Infiltrate andScout special rules i they did not already have them. This ormationre-rolls ailed Reserve rolls and may move on to the table rom Reservesrom any table edge.

    Psychic Monstrosity: The range o the Soulless special rule is increased to24”. The range o the Psychic Abomination special rule is increased by 6”or each Culexus Assassin in this ormation.

    FORMATION RESTRICTIONSNone.

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    5

    ASSASSINS

    CALLIDUS

    SLEEPER CELL

    2-6 Callidus Assassins

    SPECIAL RULES:

    Ultimate Assassins: The Assassins in this ormation gain the Infiltrate andScout special rules i they did not already have them. This ormationre-rolls ailed Reserve rolls and may move on to the table rom Reservesrom any table edge.

    Mass Sabatoge: When using the A word in your Ear... special rule you maychoose the acing o an enemy unit and it may be moved up to 6” outsideo your opponent’s deployment zone.

    Reign of Confusion: You may re-roll the dice when attempting to Seize theInitiative. In addition, your opponent suffers a -3 penalty to the firstReserve Rolls, or each Callidus Assassin (i.e. first 2 Reserve Rolls i thereare 2 Assassins in the ormation), he makes during the game. This specialrule is not cumulative with itsel.

    FORMATION RESTRICTIONSNone.

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    ASSASSINS

    EVERSOR

    ERADICATION PACK

    2-6 Eversor Assassins

    SPECIAL RULES:

    Ultimate Assassins: The Assassins in this ormation gain the Infiltrate andScout special rules i they did not already have them. This ormationre-rolls ailed Reserve rolls and may move on to the table rom Reservesrom any table edge.

    Surgical Strike: The Assassins in this ormation do not scatter whenarriving rom Deep Strike Reserve.

    No Escape: Enemy characters suffer a -1 penalty to their Look Out, Sir testagainst wounds inflicted by a unit in this this ormation in an assault oreach Eversor Assassin in the assault. In addition, The Eversors’ PrecisionStrikes special rule requires a roll o 3+ to hit with a melee weapon insteado a roll o 6.

    FORMATION RESTRICTIONSNone.

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    7

    REFERENCE

     All of the rules and tables here are condensed forease of reference. If you need the full rule see itsentry 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” afer both sides havedeployed, but beore the first turn starts, as i the unit had madea move action, but ignoring difficult and dangerous and terrain.The unit’s new position must be within the normal deploymentzone outside o difficult and dangerous terrain, and theowning player may choose the acing o the unit afer it has

    been moved. Multiple Callidus Assassins may use this specialrule consecutively to move the same unit.

    Best of the Best (pg 10): The Assassins in a Murder Squad eachhave 3 Wounds, and their Synskin coners the Feel No Pain (5+)special rule.

    Black Frenzon (pg 10): The Eversor’s Frenzon coners 2d6 exta Attacks as a charge bonus instead o 1D6. It also conersFeel No Pain (4+).

    Bio-meltdown! (pg 6): I the Eversor Assassin is killed, place aBlast marker centred over the model. Any model touched by thetemplate takes an automatic Strength 5 hit, with saving throwsallowed as normal. The Eversor Assassin is then removed rom

    play.

    Coordinated Firepower (pg 13): The Vindicares’ Exitus Rifle andExitus Pistol gain the Pinning special rule when two or more Vindicare Assassins fire upon the same target.

    Exitus Relics (pg 10): The Vindicare’s Exitus Weaponry has theSoul Blaze special rule (this affects Exitus Ammunition as well).

    Fast Shot (pg 6): The Eversor Assassin may fire his ExecutionerPistol twice in the Shooting phase and when Overwatching.

     Jump Back (pg 4): At the start o the fight sub-phase, theCallidus Assassin can attempt to disengage rom combat. Rolla D6 – on a roll o a 1 she ails to disengage and must fight onin the combat normally, on a roll o 2 or more she moves that

    many inches away rom the enemy. This move cannot be usedto move into contact with a different enemy model. I thisleaves the enemy unit unengaged, they may make a consolidatemove at the end o the Assault phase.

    Life Drain (pg 5): The Culexus Assassin may use this abilitywhen in close combat with a Psyker. The Psyker must take aLeadership test with a -2 penalty to Leadership which iscumulative with the Soulless rule. I they ail the Leadershiptest, the Psyker loses 1 Wound, with no saving throws o anytype allowed (not even Invulnerable saves). This is worked outat the start o the fight sub-phase and wounds inflicted by thisattack count towards the combat resolution. All other closecombat attacks are worked out as normal. This power can onlybe used to affect one Psyker per turn.

     

    Lightning Reflexes (pg 2): Assassins have a 4+ Invulnerable save.

    Lone Agent (pg 2): An Assassin may not join a unit or be joinedby an Indedpendent Character.

    Marksman (pg 7): All shots fired that hit and wound, except snapshots, are Precision Shots and the target may not make a Look

    Out, Sir roll. The Vindicare Assassin may always target a unitwithin range and line o sight including a unit locked in combat,even a riendly unit.

    Mass Sabatoge (pg 15): When using the A Word in your Ear...special rule you may choose the acing o an enemy unit and itmay be moved up to 6” outside o your opponent’s deploymentzone.

    Neural Obliterator (pg 10): The Callidus’ Neural Shredder isStrength 9.

    No Escape (pg 16): Enemy characters suffer a -1 penalty to theirLook Out, Sir test against wounds inflicted by a unit in this thisormation in an assault or each Eversor Assassin in the assault.In addition, The Eversors’ Precision Strikes special rule requires

    a roll o 3+ to hit with a melee weapon instead o a roll o 6.

    Poison Blades (pg 4): I the Callidus Assassin is still in basecontact with an enemy model at the end o the Assault phase,afer all combats have been resolved, she may make an extraattack with her poisoned blades. This attack always wounds ona 4+.

    Psychic Abomination (pg 5): Any Psyker within 6” o theCulexus Assassin at the start o their turn must pass a Moralecheck or all back. I they are with a unit, then the unit will alsoall back.

    Psychic Monstrosity (pg 14): The range o the Soulless specialrule is increased to 24”. The range o the Psychic Abominationspecial rule is increased by 6” or each Culexus Assassin in thisormation.

    Psyker Assassin (pg 5): The Culexus Assassin can always targetand allocate wounds to a Psyker, the Psyker may not make aLook Out, Sir roll. The Culexus Assassin may ignore othermodels when charging into an assault i this will allow it to getinto contact with a Psyker.

    Reign of Confusion (pg 15): You may re-roll the dice whenattempting to Seize the Initiative. In addition, your opponentsuffers a -3 penalty to the first Reserve Rolls, or each Callidus Assassin (i.e. first 2 Reserve Rolls i there are 2 Assassins in theormation), he makes during the game. This special rule is notcumulative with itsel.

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    SPECIAL ISSUE WARGEAR (pg 9)

     Auspex: A model can use an auspex instead o shooting. I shedoes so, an enemy unit within 12” has -1 cover save until the endo the phase.

    Camo Cloak: +1 cover save.

    Etherium: Any unit wishing to shoot at or charge the Culexus Assassin must first pass a Leadership test on 3D6 (vehicles countas Leadership 10). I the test is ailed they may not target the Assassin, but may attack another target instead. The Culexus Assassin is unaffected by all Psychic powers.

    Frenzon: When the Eversor Assassin charges into combat, it

    gains an extra D6 Attacks rather than just +1 Attack. In addition,the Eversor Assassin has the Feel No Pain special rule.

    Polymorphine: The Callidus Assassin is always placed inreserve, even in missions which do not normally use theReserves rule. When she becomes available, she may be placedanywhere on the battlefield, and can move, assault, and chargein the turn she arrives. Overwatch may not be used against theCallidus Assassin on the turn in which she arrives on thebattlefield.

    Spy Mask: The Vindicare Assassin has an Auspex and Night Vision.

    ELITESWS BS S T W I A Ld Sv Unit Type Pg  

    4Callidus Assassin In (ch)

    5

    5 5 4 4 2 6 4 10 4+

    Culexus Assassin In (ch)5 5 4 4 2 6 4 10 4+

    Eversor Assassin In (ch)6 5 4 4 2 6 4 10 4+ 6

     Vindicare Assassin In (ch)5 7 4 4 2 6 4 10 4+ 7

    C’tan Phase Sword X- +2 Melee, Armourbane,Fractal Edge

    Neuro Gauntlet 3- User

     Animus Speculum Assault 2, Null Syphon112” 5

    Executioner Pistol Pistol, Poisoned (2+)212” 4

    Exitus Pistol Pistol112” 5

    Exitus Rile Heavy 1, Sniper,Exitus Ammunition

    148” X

    Neural Shredder Pistol, Neural Shock1Template 8

    PROFILES

    UNIT TYPES Inantry = In, Character = (ch)

    MELEE WEAPONSS AP TypeRange Weapon

    Power Axe 2- +1 Melee, Unwieldy

    Power Maul 4- +2 Melee, Concussive

    Power Sword 3- User Melee

    Power Lance 3/4- +1/User Melee

    Frag Grenade Assault 1, Blast-8” 3

    RANGED WEAPONSS AP TypeRange Weapon

    Melta Bomb 1- 8  Armourbane, Unwieldy

    Melee, Poisoned (5+),Rending, Shred

    Surgical Strike (pg 16): The Assassins in this ormation do notscatter when arriving rom Deep Strike Reserve.

    Ultimate Assassins (pg 13): The Assassins in this ormation gainthe Infiltrate and Scout special rules i they did not already

    have them. This ormation re-rolls ailed Reserve rolls and maymove on to the table rom Reserves rom any table edge.

    ARMOUR (pg 8)

    Stealth Suit: 4+ Armour Save; Feel No Pain (6+); counts as aCamo CloakSynskin: 4+ Armour Save; Feel No Pain (6+)

    Psyk-out Grenade Assault 1, Blast, Psi-shock-8” 3

    GRENADES (pg 8)

    Psyk-out Grenades: When a unit equipped with Psyk-outGrenades launches an assault, any Psykers in the assaultedunit(s) are reduced to Initiative 1 or the remainder o the phase.

    Soulless (pg 5): Any unit (riend or oe) with a model within 12”o the Culexus Assassin counts as having Leadership 7, unless itwould normally be less than this.

    Speculum Majora (pg 10): The Culexus’ Animus Speculum is

    Strength 6.

  • 8/19/2019 Dataslate Assassins

    20/20

    Inside you will nd:

    THE OFFICIO ASSASSINORUM: The deadly  history of the most secretive and detached faction of

    the Imperium of Man.

     ASSASSINS: The most feared opperatives in theImperium and their techniques, exclusive wargear,

    and many other secrets. This collection of

    Datasheets will allow you to eld each of the major

    Temple assassins in your army.

     AGENTS OF RETRIBUTION: A stunning showcase

    of a range of Assassins miniatures.

    LIBER APOCALYPTICA:  A collection of ApocalypseFormations to enable you to bring the Assassins to

    the battle elds of the Apocalypse.

    English

    Language

    Not Endorsed by

    Games Workshop Ltd.

    Not Saleable

     A Supplement for 

    You will need a copy of Warhammer 40,000

    in order to use the contents of this book 

    FEAR ME, FOR I AM YOUR APOCALYPSE!

    None are sae rom the judgment o the Assassins. The agentso the Officio Assassinorum are the most precise and deadlyinstruments o the Emperor. They are only dispatched when

    no other orce in the Imperium proves effective. Theirmethods can be as subtle as an assassination in the veil o

    night to a terriying killing spree by a one man army. Whether it be by the twist o a knie or by a bullet fired rom amile away, no one can survive the order o Assassination. Each

    temple o the Officio Assassinorum operates only by thedecree o the High Lords o Terra, or no other orce o

    Mankind can authorize the use o such valued and effectiveweapons. However, when their services are called or; no one

    can save you rom your impending doom.