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==On the Tabletop== On the tabletop, Eversor assassins began life as near-invincible monstrosities; Melta Bombs made them the only assassin that could really threaten vehicles, while their combat drugs gave them the ability to do a triple-length charge or even not die until the end of the turn regardless of damage. The Neuro-Gauntlet's original incarnation halved the entire stat line of anything it wounded, including their remaining wounds, leading to combat best summarised as "oh hello Abaddon" *splat* "hello guardsman" *splat* "hello Grot". These days, they are of debatable usefulness. With a lucky roll, they can cause incredible damage on a charge, but because of this the enemy tends to [[DISTRACTION CARNIFEX|concentrate quite heavily on shooting the screaming rage-junkies before they have a chance to kill everything]]. If you're in a large battle, consider using one as a distraction. If the enemy kills it before it can do its thing, they've not been shooting at your other units with several heavy-hitters; if it gets into combat, enjoy rolling the most dice for a single model you'll probably ever roll. Just remember to use it to justify its points cost - whatever it does, it's an expensive piece that probably won't see the end of the battle. The assassins have all got rapey statlines, and the Eversor is no different: WS8 BS8 S4 T4 W3 I7 A4 Ld10 He gets the standard Infiltrate, Fearless, Move Through Cover, No Escape (-2 to enemy Look out, sir! attempts) and Lightning Reflexes (4++ and no penalty to I for charging through terrain) all other Assassins get. His standard wargear are a Power Sword (to be used along with his Executioner Pistol for that extra attack in CC) and Melta bombs in case he encounters MC or vehicles (against monstrous creatures he may get more mileage from using his other wargear but it is an amazing knockout punch against MC). Now what sets him apart are his unique wargear. First, he has Furious Charge so he's S5 (and AP3 with Power Sword) on the charge. He also has Feel No Pain, meaning he is less vulnerable to small arms fire next to some of the other assassins. Which makes sense given its horde-shredding duty. His sentinel array grants him the fast shot special rule (he can fire his Executioner Pistol 4 times), and lets him overwatch at full BS (So he hits on 2s and if he rolls 1s, re-rolls and hits on 4+). Also, he can fire his Executioner Pistol's parts in any combo, but if your Eversor is getting assaulted, you've fucked up royally. Though don't forget it if it ever happens, taking out enough of a squad to cause a failed charge is often the difference between survival and death with lone operatives. His Frenzon allows him to charge 3D6, and grants him 3 extra attacks on the charge. So, yes. A potential 18" charge range, and 8 S5 attacks on the charge. Next is the Bio-meltdown. If he dies, all units in D6" take a S5 hit. So even if the enemy gangs up on him in CC, he still gets the last laugh. Next is his actual Executioner Pistol. The first part is a classic Bolt Pistol while the other is the Needle Pistol which has Poison, but sadly no AP. So he can choose between shooting some average mooks or putting a high-toughness opponent in his place. Finally, there's his Neuro Gauntlet. A weapon which is only S:User AP-, but is Fleshbane and Shred, just in case you happened to roll a 1. Used if you're up against a horde and want to go for quantity over quality of the Power Sword, or if the enemy has a 2+ or a good invulnerable save and you want to watch them try and tank saves. Overall the Eversor is perhaps the most versatile of the four assassins. It can mow down hordes and MEQ's without too much trouble with FC and AP3 (though he can get AP3 the Gauntlet is perhaps the better option against low armour units as quantity will probably be better than quality against Armour 6+/5+). With its four shot pistol with a mixture of poison/bolt ammunition he has reasonable ranged capabilities. Can hurt vehicles and Monstrous creatures with Melta bombs and Fleshbane attacks. While also being capable of giving 2+ save and high invulnerable save opponents reasonable trouble (there is only so many saves you can make when you are throwing out 8 attacks that will almost always hit on 3's and with each hit having virtually guaranteed wounds), with this in mind the Eversor is for just plain killing but given how badly Assault has been nerfed over the past 2 Editions, placement during Infiltration is key, otherwise a 4++ and T4 isn't going to save you. He can go down to 1 turn of boltgun fire (average of 18 boltgun shots at BS4, or 36 lasgun shots at BS3 will down him), unless of course you manage to get lucky with his invul save and Feel No Pain and tank them all. So keep him out of line of sight, and make use of that triple charge range to get stuck in. Another potion is to outflank him as there will be no danger of him getting shot down due to charging as soon as he comes on, just watch out for reserve rolls and entering from a random board edge. <s>Now that any Armies of the Imperium are allies with each other, this guy in a Drop Pod is just... disgusting.</s> The 7th Edition FAQ Draft put the kibosh on Battle Brothers starting the game in allied transports. Oh well, time for you to actually get creative with deployment and infiltration rather than abusing allies. THE FAQs from GW are all marked as drafts work in progress, so most TO's are not using them yet. ===8th Edition=== {| class=wikitable ! || Pts/PL || M || WS || BS || S || T || W || A || Ld || Sv |- | '''Eversor Assassin:''' || 95/5 || 7" || 2+ || 2+ || 4 || 4 || 6 || 6 || 9 || 6+/4++ |} Yeah baby, this guy's almost 50% cheaper than he used to be! Coming with the same Lightning Reflexes ability that gives him a 4++, the Eversor's still a versatile assassin who benefits from the new 8th Edition mechanics. For starters, he can charge the turn he reveals himself from concealment (basically infiltrate/outflank by a new name), and he charges 3D6 as well thanks to his ''Frenzon'' ability. Said ability also gives him 2 extra attacks when he charges in the proceeding fight phase. Finally, that one rule you know and love is back! When he is reduced to 0 wounds he undergoes a ''Bio-meltdown!'', where you roll a D6 for each enemy unit within 6" of him when he goes down. On a 4+, they suffer D3 mortal wounds. For starters he has Melta Bombs (a S8 AP-4 grenade which re-rolls all failed wound rolls when targeting {{W40kKeyword|VEHICLES}}), and a Power Sword (S:User AP-3). His Executioner Pistol is a 12" S4 AP-1 D D1 Pistol 4 that re-rolls all failed wound rolls against {{W40kKeyword|INFANTRY}}. Did I mention he re-rolls all failed hit rolls when he fires Overwatch? I mean that's interesting but if your Eversor's getting charged instead of charging you've royally fucked up. His Neuro Gauntlet is also amazing, being a S+1 AP-1 D D1 Melee weapon which straight up re-rolls all failed wounds. As with all assassins, he got cheaper while basically staying the same as last edition. With the March 2019 White Dwarf, he's got some new tricks available to him thanks to the Officio Assassinorum mini-dex. First, [[Rape|he can now make an extra attack for every model that he kills in Close Combat]] (naturally, these exploding attacks can't themselves generate new attacks). Next, he can now consolidate 6" instead of the usual 3", making him able to force a close enemy unit to fall back and prevent them from shooting! The mini-dex also gave him some unique stratagems to use; he can pay 1CP to shrug any non-mortal wound on a 4+ for a phase, or pay 1CP to fight again at the end of the fight phase with a 50/50 chance of taking a mortal wound afterward ([[Games Workshop|and that's why the first stratagem doesn't let you shrug mortal wounds]]).
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