Editing
Warhammer 40,000/7th Edition Tactics/Officio Assassinorum
(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!
=Distinct Rules= ;Vindicare Assassin :Point Cost: 150 (+15 from base) :;Stealth :;Deadshot ::All successful To-Hit rolls made by a Vindicare Assassin, excluding Snap Shots, have the Precision Shots special rule. ;Callidus Assassin :Point Cost: 145 (+10 from base) :;Fleet :;Hit & Run :;Precision Strikes :;Polymorphine ::Deploy anywhere on the table that is more than 1" from any enemy unit, whether deployed enemy units can draw LOS to her or not. If a Callidus Assassin starts the game in Reserves, she can move on from the enemy board edge when she arrives. During the first game turn, or during the game turn in which the Callidus Assassin arrives from Reserves, enemy units can only fire Snap Shots when targeting her. :;Reign of Confusion ::You can re-roll the dice when attempting to Seize the Initiative. In addition, your opponent suffers -3 to the first Reserve Roll he makes during the game. ;Eversor Assassin :Point Cost: 135 (base) :;Feel No Pain :;Furious Charge :;Bio-meltdown ::If an Eversor Assassin is ever reduced to zero Wounds, before removing the model as a casualty, each nearby unit (friend or foe) suffers a Strength 5 AP- hit for each model it has within D6" of the Eversor Assassin. After resolving any additional damage, remove the Eversor Assassin from play as a casualty. :;Fast Shot ::The Executioner Pistol shoots 4 times, in any combination of its two profiles, but all 4 must be at the same target. ;Culexus Assassin :Point Cost: 140 (+5 from base) :;Fear :;Preferred Enemy (Psykers) :;Life Drain ::All of this model's melee attacks are AP2, have Murderous Strike (6 to-wound is ID), and inflict ID on all Psykers. :;Psychic Abomination ::Psykers, friend or foe, within 12" of a Culexus Assassin have -3 Leadership, do not generate any Warp Charges, and only harness Warp Charge points on a 6. A Culexus Assassin can never be targeted or affected by psychic powers. Any blessings or maledictions affecting a unit immediately cease to be in effect if the unit moves within 12" of a Culexus Assassin or vice-versa. ==The Assassins' Blades (Armoury)== ===Vindicare Assassin=== {{40K_CCW}}<br style="clear: both; height: 0px;" /> {{40k-Ranged-Weapon-Profile|name=Exitus Rifle|range=72|strength=-|ap=2|type=Heavy|rof=1|rules=Sniper, Exitus Ammo}} {{40k-Ranged-Weapon-Profile|name=Exitus Pistol|range=12|strength=-|ap=2|type=Pistol|rof=1|rules=Sniper, Exitus Ammo}} <br style="clear: both; height: 0px;" /> :This is the reason this guy is so well known. The rifle is a Sniper with a range of 72"(!), AP2, and access to Exitus Ammo. This allows the Vindicare to take down a number of different enemies...See that angry Chaos Lord? *BLAM*. See that Farseer? *BLAM* See that Chimera? *BLAM*. You can do this by using one of the following bullets. The pistol is highly overshadowed by the rifle version, but grants +1 A in combat along with his combat weapon, which is nice as a last resort, and he can relocate and keep firing at anyone who gets too close with the same ammo that the rifle, which could save his life temporally until help arrives. Still not worth using it instead of the rifle: you've brought a sniper, not a gunslinger. :;Exitus Ammo ::Each time he fires, the Vindicare assassin may choose 1 of 3 bullets, each useful in one way or another. ::;Hellfire :::Shots will always wound on a 2+. This will likely be your most commonly used one, as you can whittle down regular squads or monstrous creatures. ::;Shield-breaker :::Invulnerable saves cannot be taken against wounds, glancing hits, or penetrating hits from this bullet. Could be useful when a model refused to die. ::;Turbo-penetrator :::Against vehicles, bullets hit at strength 10. Against all other targets, it inflicts D3 wounds...Chaos Terminator Lord anyone? :;Spy Mask ::All shots made by the Vindicare Assassin Ignore Cover... We do not need to exaggerate how awesome this is, it speaks for itself. Any direct-firing fortification shots also benefit from this (and the BS8), which can often be more useful than the rifle. :;Blind Grenades (Defensive Grenades) ===Callidus Assassin=== {{40k-Melee-Weapon-Profile|name=Poison Blades|rules=Poisoned (3+), Rending}} <br />Could be useful against monstrous creatures, and since you're I7 the only things that can outpace you are Bloodthirsters and Keepers of Secrets. <br style="clear: both; height: 0px;" /> {{40k-Melee-Weapon-Profile|name=Phase Sword|ap=2|rules=Phasing Hits}} <br /> Bye bye, terminators! <br style="clear: both; height: 0px;" /> :;Phasing Hits ::To-Wounds of 6 ignore invulnerable saves. {{40k-Ranged-Weapon-Profile|name=Neural Shredder|range=Template|strength=1|ap=2|type=Pistol|rof=1|rules=Neural Shock}} <br style="clear: both; height: 0px;" /> :;Neural Shock ::Always wounds on 4+. ===Eversor Assassin=== {{40k-Ranged-Weapon-Profile|name=Executioner Pistol, Needle Ammo|range=12|strength=1|ap=-|type=Pistol|rof=4|rules=Poisoned}}<br style="clear: both; height: 0px;" /> {{40k-Ranged-Weapon-Profile|name=Executioner Pistol, Bolt Ammo|range=12|strength=4|ap=5|type=Pistol|rof=4}}<br style="clear: both; height: 0px;" /> :Remember, he can mix and match ammo types (4/0, 3/1, 2/2, 1/3, or 0/4) as he likes. {{40k-Melee-Weapon-Profile|name=Neuro-Gauntlet|rules=Fleshbane,Shred}}<br style="clear: both; height: 0px;" /> :Great against low armoured targets, e.g. Orks. :;{{Power Sword}}<br style="clear: both; height: 0px;" /> :;Melta Bombs :;Frenzon ::The Eversor Assassin rolls 3d6 to charge and gets 3 extra attacks from the charge instead of 1, giving you 8 attacks at WS8; have fun drinking your enemy's tears. ===Culexus Assassin=== {{40k-Ranged-Weapon-Profile|name=Animus Speculum|range=18|strength=5|ap=1|type=Assault|rof=X|rules=X is the combined mastery levels of all Psyker ''units'' within 12"; up to 3 times you may add to this number by expending a Warp Charge die.}}<br />Using this also doesn't count as shooting; it is fired in the Psychic Phase (and only in the Psychic Phase, so no Overwatch). As a result, you can still toss a 'nade or run in the following phases. <br style="clear: both; height: 0px;" /> {{40k-Ranged-Weapon-Profile|name=Psyk-out Grenades|range=8|strength=2|type=Assault|rof=1|rules=Blast, Psi-Shock}}<br />Also counts as Defensive Grenades against Psyker ''models''. <br style="clear: both; height: 0px;" /> :;Psi-Shock ::A unit containing at least one Psyker hit by this attack has a randomly determined Psyker in it suffer Perils of the Warp. :;Etherium ::All units targeting the Culexus Assassin in melee or shooting resolve at BS and WS 1. Psykers hate the Culexus by default, but this is why ''everyone'' hates him. Be wary of stuff that can ignore this, like [[Kharn]] hitting on 2+ in CC (why you would try to fight Kharn in assault with a Culexus is beyond us).
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
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information