Assassins Army Imperial Assassins

Unit Name ## WS BS St To Wo In At Ld Save Cost
Callidus Assassin 1 5 5 4 4 2 5 3 10 4(I)+ 120
Independent Character. The assassin can never join another unit, they must fight individually. Infiltrate if allowed. Fearless - never fall back, auto-pass morale checks (even ones they would normally auto-fail). Cannot be pinned.; Callidus Temple; Jump Back: At the start of any Assault phase, the Assassin may roll a D6; On a 1 nothing happens, on a 2+ move the Assassin that many inches away from the enemy (but not into combat with another model); the enemy may consolidate if they are now unengaged; A Word In Your Ear: The Assassin may move one enemy unit up to 6" (to any point in their deployment zone; the owning player chooses their facing) after both sides have deployed.; C'tan Phase Sword; Neural Shredder; Polymorphine; Poison Blades
Culexus Assassin 1 5 5 4 4 2 5 3 10 4(I)+ 105
Independent Character. The assassin can never join another unit, they must fight individually. Infiltrate if allowed. Fearless - never fall back, auto-pass morale checks (even ones they would normally auto-fail). Cannot be pinned.; Culexus Temple; Psychic Abomination - Any psyker within 6" of the Culexus at the start of their turn must make a Morale check or they, and the unit they are with, will fall back; Soulless - all models (friend or foe) within 12" of the Culexus have their Ld reduced to 7, if it wasn't below that already; Psyker Assassin - the Culexus can always target a Psyker in preference to any other models; in an Assault, it can ignore non-psykers if doing so will allow it to attack a Psyker; Life Drain - when in combat with a Psyker, before attacks are worked out, both players roll 2D6 and add their Ld. If the Culexus scores higher, the Psyker loses a wound (with no saves of any kind allowed).; Etherium; Animus Speculum; Psyk-Out Grenades
Eversor Assassin 1 5 5 4 4 2 5 3/4 10 4(I)+ 95
Independent Character. The assassin can never join another unit, they must fight individually. Infiltrate if allowed. Fearless - never fall back, auto-pass morale checks (even ones they would normally auto-fail). Cannot be pinned.; Eversor Temple; Fast Shot - the Eversor never counts as moving when firing his Executioner Pistol (so he can always fire twice with it); Bio-Meltdown - if the Eversor is killed, place the Blast template over him; Any model touched by it takes an S5 hit.; Executioner Pistol; Power Weapon; Meltabombs; Neuro-Gauntlet; Combat Drugs
Vindicare Assassin 1 5 5 4 4 2 5 3 10 4(I)+ 110
Independent Character. The assassin can never join another unit, they must fight individually. Infiltrate if allowed. Fearless - never fall back, auto-pass morale checks (even ones they would normally auto-fail). Cannot be pinned.; Vindicare Temple; Marksman - the Assassin can always choose which model he shoots at, such as a Sergeant or a Heavy Weapons trooper; he may target any model in his sight, ignoring targetting restrictions.; Exitus Rifle; Exitus Pistol; Spy Mask; Stealth Suit
Option Footnotes:
  Animus Speculum 12"R, S5, AP1, Assault 2. Add +1 to the Speculum's Assault value for every Psyker within 12".
  C'tan Phase Sword No armour saves in close combat, not even from Invulnerable saves!
  Combat Drugs Assault 12" (or double the dice roll if moving through difficult terrain). +D6A when charging, instead of just +1.
  Etherium Any unit or model trying to do anything to the Culexus must first pass a Ld test; if they fail, they can do it to someone else instead.
  Executioner Pistol 12"R, Pistol. (S4, AP5) OR (Wounds on 4+, AP6, 1D6 AP vs vehicles).
  Exitus Pistol 12"R, S5, AP2, Pistol.
  Exitus Rifle 36"R, Hits on 2+, Wounds on 4+, AP2, Heavy 1; 3 special, one-use shots: Shield-Breaker (ignores Invulnerable saves provided by Wargear); Turbo-Penetrator (inflicts 2 wounds, AP 3D6 vs. vehicles); Hellfire (wounds on 2+).
  Meltabombs When assaulting vehicles or immobile Dreadnoughts, model may make 1 attack with an AP of 8+2D6.
  Neural Shredder Template, S8, AP1, Assault 1. Use your opponent's Ld value instead of their T to determine wounds.
  Neuro-Gauntlet CC Weapon - roll to hit as normal, always wounds on 4+. No armour saves allowed; vehicles hit take a Glancing Hit on a roll of 6.
  Poison Blades If the Assassin is still in base contact with an enemy at the end of the Assault phase, she may make 1 attack that wounds on 4+.
  Polymorphine The Assassin is always in reserve, even when the mission doesn't normally allow this. When she arrives, she can be placed anywhere on the battlefield and can move and fight normally in the turn she arrives.
  Power Weapon No armour save in close combat.
  Psyk-Out Grenades Instead of shooting, the Culexus may throw his grenades up to 6". Roll to hit as normal; if a Psyker is hit, they must make a Ld test - for every point they fail by, they take 1 wound.
  Spy Mask Spy Mask - the cover save of the enemy is reduced by one (5+ > 6+, 6+ > no save, etc.). Roll 2D6*5 to determine how far the Assassin can see at night.
  Stealth Suit Stealth Suit - Units shooting at the Assassin must test to see him using the Night Fighting rules; if the mission is taking place in the dark, the number they roll on the 'how far can I see' dice is halved.
Total Army Cost: 430 Pts.
Notes:
Models in Army: 4


Validation Results:
Too many units of 'Vindicare Assassin' in roster (max 1).

Troop Type Count Unused Points Unused Percent
Elite (>=1unit <=1unit) 4 -3 430 n/a 100%
Equipment Summary 0 n/a 0 n/a 0%

Roster created with Army Builder - Copyright (c) 1998-2000 by Lone Wolf Development, Inc.