Codex - Officio Assasinorum Angry Dom Edition
Introduction
This is an initiative to improve internal and external balancing of codices.
Every Angry Codex should be able to make the game more fun on its own. While ideally two angry codices will face each other, an angry codex should be able to play against both a normal codex and an angry codex.
The two most important rules are that angry codices should be fun to play with, which is obvious, but just as important, it must be fun to play against.
This dex is going to undergo heavy revisions over the next couple of weeks, please bear with me.
Disclaimer
Games Workshop in no way endorses any of the Angry Codices. No infringement is intended with this work, nor any other of the Angry Codices. The intent of the angry codices is NOT to make GW go out of business, but rather to improve the quality of the hobby, which leads to a happier and larger player base.
Editing
Feel free to edit wordings to improve readability. Add anything you like to any of the Angry Codices, except the Angry Necrons, Dark Eldar and Daemons, for these documents you should instead first argue in the discussion page before adding or changing anything. If someone objects to something you have written or changed, you should civilly discuss and prove why your idea is good and how it fits with fluff/is more balanced etc. etc. If no conclusion can be made then the Angry Pirate has the final say, if he does not say anything remove any changes from the official codex. If you don´t agree with an edit the Angry Pirate has made you can write in the talk page of the relevant talk page or in my page by clicking the first blue link. Angry Pirate (talk)
Allies
Sworn Enemies: Units with Sworn Enemies are treated exactly like Come the Apocalypse but the One Eye Open special rule has a range of 12" and is failed on a roll of 1,2 or 3.
Army Level of Alliance Officio Assasinorum Battle Brothers Armies of the Imperium Allies of Convenience Armies of the Eldar Desperate Allies Forces of Chaos Sworn Enemies Necrons Come the Apocalypse Orks Come the Apocalypse Tau Desperate Allies The Relentless Swarm Sworn Enemies
- Armies of the Imperium includes: Imperial Knights, Space Wolves, Space Marines, Legion of the Damned, Ordo Xenos, Ordo Malleus, Ordo Hereticus, Grey Knights and Adepta Sororitas.
- Armies of the Eldar includes: Eldar Craftworlds, Harlequins and Dark Eldar.
- Forces of Chaos includes: Daemons of Chaos, Chaos Space Marines, Mutants and Heretics.
- The Relentless Swarm includes: Tyranids and Genestealer Cults
Detachments and Formations
Formations
Independent Operative
Formation:
- 1 of the following:
- Callidus Assasin - Culexus Assasin - Eversor Assasin - Vindicare Assasin
Restrictions:
None.
Special Rules:
- Fearless
- Infiltrate
- Move Through Cover
- Precision Strikes
- Precision Shots
- Scout
- Preferred Enemy (Warlord)
- Lightning Reflexes: A model with this special rule has a 4+ invulnerable save. In addition they do not suffer the penalty to their Initiative for charging enemies through difficult terrain.
- No Escape: Enemy characters suffer a -2 penalty to their Look Out, Sir tests against any Wounds inflicted by a model with this special rule.
- Target Identified, Elimination Imminent: If a model with this special rule kills the enemy Warlord you gain one Victory Point.
Execution Force
Formation:
- 4 Independent Operative formations
Restrictions:
This formation must include 1 Callidus Assasin, 1 Culexus Assasin, 1 Eversor Assasin and 1 Vindicare Assasin.
Special Rules:
- Imperial Executioners: All ranged hits inflicted by a model with this special rule are ‘Precision Shots’, all melee hits inflicted by a model with this special rule are ‘Precision Strikes’.
Operatives of the Officio Assasinorum
Elites
Callidus Assasin
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Callidus Assasin | 145 pts | 8 | 8 | 4 | 4 | 3 | 7 | 4 | 10 | - | Infantry | 1 Callidus Assasin |
Wargear:
- Neural Shredder
Range S AP Type Template 1 2 Pistol, Fleshbane
- Phase sword
Range S AP Type - User 2 Melee, Shieldbreaker
- Shieldbreaker: All succesful invulnerable saves made against wounds/hullpoints suffered by weapons with this rule, must be rerolled.
- Poisoned Blades
Range S AP Type - User 2 Melee, Poisoned (3+), Rending
Special Rules:
- Fleet
- Hit & Run
- Polymorphine: When a Callidus Assassin is deployed using her Infiltrate special rule, she can be set up anywhere on the table that is more than 1" from any enemy unit, whether deployed enemy units can draw a line of sight to her or not. If a Callidus Assassin starts the game in Reserves, she can choose to move on from the enemy board edge when she arrives. In either case, 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: If your army includes a Callidus Assassin, 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.
Culexus Assasin
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Culexus Assasin | 140 pts | 8 | 8 | 4 | 4 | 3 | 7 | 4 | 10 | - | Infantry | 1 Culexus Assasin |
Wargear:
- Animus Speculum
An animus speculum is a ranged weapon that is fired in the Psychic phase instead of the Shooting phase. Firing the animus speculum does not prevent the Culexus Assassin from Running or shooting another weapon at the same or a different target in the Shooting phase. The Animus Speculum can fire Snap Shots but cannot be used to make Overwatch attacks.
Range S AP Type 18" 5 1 Assault X+Y, Absorbed Warp Charge
- Absorbed Warp Charge: X = the combined mastery levels of all Psyker units, friend or foe, within 12" of the Culexus Assassin. You may remove up to 3 dice from your own Warp Charge pool, the number you removed is equal to Y.
- Etherium
All ranged attacks directed against a model armed with Etherium are resolved at Ballistic Skill 1. All close combat attacks directed against a model armed with Etherium are resolved at Weapon Skill 1.
- Psyk-out grenades
Models that are Psykers do not gain bonus Attacks when charging a Culexus Assassin. However, if the Culexus Assassin is already locked in combat from a previous turn, or has gone to ground, its grenades have no effect and the attackers gain bonus Attacks as normal. In addition Psyk-out grenades can be thrown using the following ranged profile.
Range S AP Type 8" 2 - Assault 1, Blast, Psi-shock
- Psi-shock: If a unit containing at least one Psyker (i.e. a model with the Psyker, Brotherhood of Psykers/Sorcerers or Psychic Pilot special rule) is hit by a weapon with the Psi-shock special rule, one randomly determined Psyker model in that unit suffers Perils of the Warp in addition to any other damage.
Special Rules:
- Fear
- Preferred Enemy (Psykers)
- Life Drain: Armour saves cannot be taken against Wounds inflicted by a Culexus Assasin´s close combat attacks. Any close combat attack inflicted by a Culexus Assassin that rolls a 6 To Wound has the Instant Death special rule. Any close combat attack inflicted by a Culexus Assassin that is allocated to a Psyker has the Instant Death special rule.
- Psychic Abomination: Psykers, friend or foe, within 12" of a Culexus Assassin have -3 Leadership, do not generate any Warp Charge (i.e. they do not add dice to their owning player’s Warp Charge Pool in the Psychic phase) and only harness Warp Charge points on a 6. A Culexus Assassin can never be targeted or affected by psychic powers – other units in the Culexus Assassin’s vicinity that are hit by beam or nova powers, or by Witchfire powers that use templates, are hit/affected normally. Any blessing or malediction psychic powers affecting a unit immediately cease to be in effect if the unit moves within 12" of a Culexus Assassin or vice versa.
Eversor Assasin
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Eversor Assasin | 135 pts | 8 | 8 | 4 | 4 | 3 | 7 | 4 | 10 | - | Infantry | 1 Eversor Assasin |
Wargear:
- Power sword
- Melta bombs
- Executioner Pistol
Range S AP Type 12" 1 - Pistol, Poisoned 12" 4 5 Pistol
- Frenzon: A model armed with frenzon rolls an additional D6 when determining charge distances. A model armed with Frenzon gains 3 bonus Attacks in a turn in which it charges, rather than 1.
- Neuro-gauntlet
Range S AP Type - User - Melee, Fleshbane, Shred
- Sentinel array
A model armed with a sentinel fire Overwatch using Ballistic Skill 8. Special Rules:
- Furious Charge
- Feel No Pain
- 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: Whenever an Eversor Assassin fires his executioner pistol, he does so 4 times. All of these shots must be at the same target, but can be any mixture of bolt pistol and needle pistol shots.
Vindicare Assasin
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Eversor Assasin | 135 pts | 8 | 8 | 4 | 4 | 3 | 7 | 4 | 10 | - | Infantry | 1 Eversor Assasin |
Wargear:
- Blind grenades (Defensive Grenades)
- Close combat weapon
- Excitus rifle
Range S AP Type 72" X 2 Heavy 1, Sniper, Ignores Cover, Shield-breaker 72" X 2 Heavy 1, Sniper, Ignores Cover, Turbo-penetrator 72" X 2 Heavy 1, Sniper, Ignores Cover, Fleshbane
- Shield-breaker: Invulnerable saves cannot be taken against Wounds, glancing hits, or penetrating hits from a shield-breaker round.
- Turbo-penetrator: Against vehicles, shots from a turbo-penetrator round count as Strength 10. Against all other targets, shots from a turbo-penetrator round inflict D3 Wounds, rather than just 1.
- Excitus pistol
Range S AP Type 12" X 2 Pistol, Sniper, Ignores Cover, Shield-breaker 12" X 2 Pistol, Sniper, Ignores Cover, Turbo-penetrator 12" X 2 Pistol, Sniper, Ignores Cover, Fleshbane
- Shield-breaker: Invulnerable saves cannot be taken against Wounds, glancing hits, or penetrating hits from a shield-breaker round.
- Turbo-penetrator: Against vehicles, shots from a turbo-penetrator round count as Strength 10. Against all other targets, shots from a turbo-penetrator round inflict D3 Wounds, rather than just 1.
Special Rules:
- Stealth