Editing
Warhammer 40,000/10th Edition Tactics/Imperial Agents
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
====Assassins==== The addition of ''Lone Operative'' was tailor made for the assassins, as it allows them to hide from whatever enemies may try to snipe them out. All of them have it. *Statline: M7" T4 Sv6+/4++ W4 Ld6+ OC1, except the Eversor is M9. *USRs and Keywords: **'''Deep Strike:''' Callidus, Culexus **'''Fights First:''' Callidus **'''Infiltrators:''' Callidus, Vindicare **'''Scouts 9" + Deadly Demise d3:''' Eversor **'''Stealth:''' Culexus, Vindicare **{{W40Kkeyword|smoke}}: Vindicare **{{W40Kkeyword|grenades}}: Culexus, Eversor *'''Callidus Assassin:''' Not the most nimble but the closest to the backstabbing assassin of the lot. Aside from ''Lone Operative'' giving it ranged denial, Polymorphine also allows it to run back into reserves at the end of any enemy turn where it isn't in a fight. Their one support asset allows you to make one strat the enemy uses cost an additional CP to deny an enemy of vital tricks. **Their biggest target is characters as ''[Precision]'' is on both its Neural Shredder and melee weapons. The melee in particular is incredibly dangerous with an absurd AP-4 and ''[Lethal Hits]'' to compensate for its meh Strength. If you were to point out a weakness, it'd be any invulnerable saves on hand. Without anything like ''[Devastating Wounds]'' to bypass those, they're stuck struggling against any characters with a 4++. In this regard its best softening up a squad with range before sending her in, as don't forget she is still an assassin so can still cause serious damage with high attack output. *'''Culexus Assassin:''' So much for the living psychic deadzone. Due to all the psychic cullings, no longer do you have any guaranteed denials of psychic powers, all you get is a 2+++ against psychic weapons (and nothing for any psychic powers that inflict MWs) and a 6" bubble of -1 Ld that becomes -2 Ld for any psykers. You have a single-use ability to make an enemy within 6" take a battle-shock test, but it's far from enough to make useful. **While its weapons have their advantages against psykers with ''[Anti-Psyker 2+]'', they're not too spectacular. The Animus Speculum gives you something like a sniper rifle, but it gets double the shots when firing at its preferred prey. Its punches have more going for them with ''[Devastating Wounds]'' bypassing any saves. **While the Culexus Assasin may have been neutered as a pure anti-pskyer it did gain some in regards to more diverse targets, with its weapons being pretty effective against a whole range of enemies and characters, not just psykers. Plus, it even has an innate ability to lower bravery on all enemy units, which actually does matter in this new edition. *'''Eversor Assassin:''' The most mobile blender, gaining 9" movement on top of ''Scouts 9"'' so they can start swinging immediately. On top of this, Frenzon gives the Eversor one of three buffs: shooting and charging after advancing (adding '''Assault''' to all weapons if GW knew how to apply Assault to melee), adding '''Precision''' to all weapons, or adding '''Sustained Hits 3''' to all weapons. Sentinel Array gives the Eversor a free use of Heroic Intervention or Fire Overwatch each turn, which can help them get fighting faster (the Fire Overwatch is useless). **The Eversor is, if you can get it into melee - which is pretty damn likely - an infantry blender, provided it doesn't run into something it can't chew through instantly. Now it could be said it has some role overlap with the Callidus, i.e. dedicated infantry assassin, the Callidus would probably do a better job hitting smaller high save priority targets (which has an easier time getting too with its deep striking and higher AP) while the Eversor is far better suited mulching through mass ranks and just being a general nuisance. *'''Vindicare Assassin:''' Both the Exitus Pistol and Rifle got a bit of a buff, with the pistol now hitting at 12"('''Pistol''') A3 BS2+ S5('''Precision''') AP-2('''Devastating Wounds, Ignores Cover''') D3 and the rifle going to 48" A1 BS2+('''Heavy''') S7('''Precision''') AP-3('''Devastating Wounds, Ignores Cover''') Dd3+3, and on both any critical hits deal an additional 3 damage and force any enemies that are hit to take a battle-shock test. Fortunately, you have ''Stealth'' on top of ''Lone Operative'' to keep them safe. **Since you'll pretty much always be shooting at a 2+, you can think of the average damage on the rifle as 3.6 and the rifle as 5.6, or slightly more than a standard meltagun (which is average 3.5 or 5.5 depending on range), but the variance is quite high. **While stratagems are gone, you do get a single Shieldbreaker round to use. When used on the rifle, enemies can't use any saves on any attacks you make with it, very similar to having Devastating Wounds auto-proc (except the wounds aren't converted to mortals).
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information