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=Detachments and Formations= ==Officio Assasinorium Detachment== With the dataslate comes a detachment exclusively for the assassins. All you have are the assassins labeled as Elite choices, but you don't need anymore since they're meant to be allies anyway, and there's absolutely no reason you shouldn't take this detachment if you're running Officio Assassinorum. If one of the assassins kills the Warlord then you get one extra victory point alongside Slay the Warlord and any other points you get. Since your assassins will be gunning for the Warlord and elite units anyway this shouldn't be a problem. And the cherry on top; this doesn't take up an ally detachment, so you can take yet another ally alongside your assassin(s). *'''Vindicare Assassin'''- Costing 150 points, he has WS8 and BS of 8. He has lots of special goodies that let him kill things better. He has 'Deadshot', making shots from the Vindicare Assassin have precision shots (except Snap Shots), so you chose who dies. He is also an Independent Operative, which means he can never join units, or can not have a warlord trait if he is. He has an awesome stat line- but he is not meant to be the model that gets back his points in 1 turn- his job is back up, to take down the units that are bothering you. Though the other assassins are great in their own right, the Vindicare is undoubtedly the best for most situations. His Exitus Rifle can quite literally deal with everything except large hordes. *'''Callidus Assassin'''- Costing 145, she is the second most expensive. She is the sneaky, infiltrator type out of the 4. She has a special rule which allows her to be up to 1" from a enemy unit during her infiltrate, and enemy units can only snapfire at her during her first turn on the field. The Callidus is basically a mini-[[DISTRACTION CARNIFEX|distraction carnifex]] meant to scare the fuck out of the opponent. Use this assassin to destroy low SV+ models (Terminators, Power Armour, Daemon Princes with warp forged armour). With her high WS and BS, she could properly take a few terminators before getting overwhelmed. Still, she is an assassin. Get her into the fight, take someone out and leave. Sticking around in fights will cost you. *'''Eversor Assassin'''- At 135 points, he is the cheapest out of the lot. He is the overwhelming attacks assassin. He has fast shot which allows him to fire 4 times in one turn (at the same target) and still charge, using 3d6 and gaining 3 attacks on the charge. If he dies, he activates "bio-meltdown" which is a strength 5 hit to all models within 6" before he is removed. Send him into units with low armour (Orks, Guardsmen, Chaos Cultists, and anything with low armour. The Eversor Assassin is the bane of them. Be wary of massive melee-centric hordes or anything that can force him to roll massive amounts of saves, without backing him up. Holy shit this guy, tore apart 3 carnifexes and brought the swarmlord down to 2 wounds by himself (sure why not!) It was only due to the sheer amount of wounds caused so don't expect it to work all the time... Also to remember this guy does have a power sword (meaning he can eat his way through MEQs as well) and melta bombs. *'''Culexus Assassin'''- Because fuck psykers.<br> Costing 140, he is the second cheapest and the most specialized of the lot. While the Callidus and the Eversor can have a go at anything and the Vindicare will just kill anything, the Culexus is meant for one thing only; making psykers his bitch. He was born for this. He has a lot of nasty special rules to do this, which includes making Psykers (friend or foe...remember that) have -3 leadership and make them not generate warpcharge. Not just psykers though; he ignores ALL armour saves in CC and inflicts instant death on a 6 to wound! He can [[Lulz|incredibly]] [[Troll|troll]] the [[Tzeentch]] [[Daemons]] by [[Rape|erasing whole units with]] [[Chaos|Daemonic Instability]]. The Culexus Assassin can not be targeted or affected by psychic powers. He also removes any bonus or malediction affecting a unit with a 12", and he causes all attacks against him to roll at BS or WS 1. This is awesome, as even blast weaponry will scatter to the winds, but keep in mind that flamers '''do not''' need to roll in order to hit you. In other words, keep him as far away from any Wraithguard as you can. Use this guy if you don't mind losing a few friends. ==Assassinorum Execution Force Formation== This consists of one of each type of assassin ([[Vindicare]],[[Callidus]], [[Eversor]] and [[Culexus]].) The formation grants them Preferred Enemy against the Warlord and a bonus victory point if they kill it. Not bad in objective games as the extra objective point wouldn't hurt, but you'll need at least 570 points to drop if you want to field this formation. ==Assassinorum Murder Squad (Apocalypse)== An upgraded Execution Force for Apocalypse level threats. Technically listed under "Grey Knights," but not formation restrictions exist, so it's just semantics. All four assassins get three wounds (which is the same as what they usually get now, anyway), and FNP of 5+++. As well, each assassin gets a special weapon that the various clades of the Assassinorum only bring out for special occasions. As a result, there's no reason to run an Execution Force in an Apocalypse game, unless you just have to get the bonus from killing the enemy warlord. *'''Vindicare Assassin'''- All ammunition types get Soul Blaze as well as their other properties. Kinda meh.....it's like a few bonus bolter shots. *'''Callidus Assassin'''- Neural Shredder gets buffed up to S9. Not shabby at all. *'''Eversor Assassin'''- Boost to Frenzon, granting 2D6 attacks as a charge bonus rather than the usual 3 (previously 1D6 in 6e). Holy shit, he's a blender. *'''Culexus Assassin'''- Animus Speculum gets boosted up to S6, which should be wonderful against squads of psychers.
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