INTRODUCTION The Officio Assassinorum is one of the most secretive and feared regimes of the Imperium of man. They answer only to the High Lords of Terra and the Master Assassins of their respective temples.
HOW THIS DATASLATE WORKS • Datasheets and Wargear: These Army List Entries allow you to add the agents o the Oicio Assassinorum to your Inquisitorial armies. Each Temple maintains an armoury o technological wonders only utilised by t he Assassins. • Armoury of the Officio Assassinorium: A Assassinorium: A detailed account account o the specialised tools used in the art o assassination. • Liber Apocalyptica: A Apocalyptica: A collection o Datsheets and ormations ormations or use in Apocalypse.
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ASSASSINS
Assassins are an Army List Entry that can be selected as an Elite choice in a detachment chosen rom eitherCodex: Inquisition, Codex:Grey Knights, or Codex:Sisters o Battle. You may include one Assassin in your army and one Assassin or every 1000 points past the first 1000 points (ex. 2 Assassins in a 2000 point game).
ARMOUR
SPECIAL RULES
Stealth Suit: 4+ Armour Save; counts as a Camo Cloak Synskin: 4+ Armour Save; Feel No Pain (6+)
Lightning Reexes: Assassins have a 4+ Invulnerable save. Lone Agent: An Assassin may not join a unit or be joined by an Indedpendent Character.
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CALLIDUS ASSASSIN
WS BS S T W I
Callidus Assassin
A Ld Sv
5 5 4 4 2 6 4 10 4+
WARGEAR: • Synskin • C’tan Phase Sword • Neural Shredder
Unit Type
Unit Composition
Inantry (Character)
1 Callidus Assassin
• Polymorphine • Frag Grenades
POLYMORPHINE
The Callidus Assassin is always placed in reserve, even in missions which do not normally use the Reserves rule. When she becomes available, she may be pl aced anywhere on the battlefield, and can move, assault, and charge in the turn she arrives. Overwatch may not be used against the Callidus Assassin on the turn in which she arrives on the battlefield.
C’TAN PHASE SWORD Range
S
AP Type
+2
X
-
Melee, Armourbane, Fractal Edge
Fractal Edge: No saves are allowed against hits rom a C’tan Phase Sword, not even Invulnerable saves!
NEURAL SHREDDER
3
Range
S
Template
8
AP Type 1
115 Points
Pistol, Neural Shock
Neural Shock: Hits rom this weapon are resolved against the target’s unmodified Leadership, r ather than its Toughness. This weapon cannot harm vehicles.
SPECIAL RULES: • A word in Your Ear...: The player with the Callidus Assassin can move one enemy unit up to 6” afer both sides have deployed, but beore the first turn starts, as i the unit had made a move action, but ignoring difficult and dangerous and terrain. The unit’s new position must be within the normal deployment zone outside o dangerous terrain, and the owning player may choose the acing o the unit afer it has been moved. Multiple Callidus Assassins may use this special rule consecutively to move the same unit. • Jump Back: At the start o the Fight sub-phase, the Callidus Assassin can attempt to disengage rom combat. Roll a D6 – on a roll o a 1 she ails to disengage and must fight on in the combat normally, on a roll o 2 or more she moves that many inches away rom the enemy. This move cannot be used to move into contact with a different enemy model. I this leaves the enemy unit unengaged, they may make a consolidate move at the end o the Assault phase. • Lightning Reflexes: Assassins have a 4+ Invulnerable save. • Lone Agent: An Assassin may not join a unit or be joined by an Indedpendent Character. • Poison Blades: I the Callidus Assassin is still in base contact with an enemy model at the end o t he Assault phase, afer all combats have been resolved, she may make an extra attack with her Poisoned Blades. This attack always wounds on a 4+. • Fearless • Fleet • Move Through Cover • Precision Strikes
CULEXUS ASSASSIN
WS BS S T W I
Culexus Assassin
A Ld Sv
5 5 4 4 2 6 4 10 4+
WARGEAR: • Synskin • Animus Speculum • Etherium
Unit Type
Unit Composition
Inantry (Character)
1 Culexus Assassin
• Psyocculum • Frag Grenades • Psyk-out Grenades
A NIMUS SPECULUM Range 12”
S 5
AP Type 1
Assault 2, Null Syphon
Null Syphon: For every Psyker (A unit with the Brotherhood o Psykers/Sorcerors special rule is counted as 1 Psyker) within 12” o the Culexus Assassin, add +1 to the Animus Speculum’s Assault value (ie, Assault 2 becomes Assault 3 i there is one Psyker within 12”).
ETHERIUM
Any unit wishing to shoot at or charge the Culexus Assassin must first pass a Leadership test on 3D6 (vehicles count as Leadership 10). I the test is ailed they may not target the Assassin, but may attack another target instead. The Culexus Assassin is unaffected by all Psychic powers.
PSYOCCULUM
120 Points
The bearer o a Psyocculum (and his unit) count as being Ballistic Skill 10 i shooting at a unit containing one or more Psykers.
SPECIAL RULES: • Life Drain: The Culexus Assassin may use this ability when in close combat with a Psyker. The Psyker must take a Leadership test with a -2 penalty to Leadership which is cumulative with the Soulless rule. I they ail the Leadership test, the Psyker loses 1 Wound, with no saving throws o any type allowed (not even Invulnerable saves). This is worked out at the start o the Fight sub-phase and wounds inflicted by this attack count towards the combat resolution. All other close combat attacks are worked out as normal. This power can only be used to affect one Psyker per turn. • Lightning Reflexes: Assassins have a 4+ Invulnerable save. • Lone Agent: An Assassin may not join a unit or be joined by an Indedpendent Character. • Psychic Abomination: Any Psyker within 6” o the Culexus Assassin at the start o their turn must pass a Morale check or all back. I they are with a unit, then the unit will also all back. • Psyker Assassin: The Culexus Assassin can always target and allocate Wounds to a Psyker, the Psyker may not make a Look Out, Sir roll. The Culexus Assassin may ignore other models when charging into an assault i this will allow it to get into contact with a Psyker. • Soulless: Any unit (riend or oe) with a model within 12” o the Culexus Assassin counts as having Leadership 7, unless it would normally be less than this. • Fear • Fearless • Fleet • Move Through Cover • Scout
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EVERSOR ASSASSIN
WS BS S T W I
Eversor Assassin
A Ld Sv
6 5 4 4 2 6 4 10 4+
WARGEAR: • Synskin • Neuro Gauntlet • Executioner Pistol • Power Weapon
Unit Type
Unit Composition
Inantry (Character)
1 Eversor Assassin
• Frenzon • Frag Grenades • Melta Bombs
EXECUTIONER PISTOL Range
S
12”
4
AP Type 2
Pistol, Poisoned (+2)
NEURO GAUNTLET Range
S
-
User
FRENZON
AP Type 2
Melee, Poisoned (5+), Rending, Shred
When the Eversor Assassin charges into combat, it gains an extra D6 Attacks instead o +1 Attack. In addition, the Eversor Assassin has the Feel No Pain special rule.
5
110 Points
SPECIAL RULES: • Bio-meltdown!: I the Eversor Assassin is killed, place a Blast marker centred over the model. Any model touched by the template takes an automatic Strength 5 hit, with saving throws allowed as normal. The Eversor Assassin is then removed rom play. • Fast Shot: The Eversor Assassin may fire his Executioner Pistol twice in the Shooting phase and when Overwatching. • Lightning Reflexes: Assassins have a 4+ Invulnerable save. • Lone Agent: An Assassin may not join a unit or be joined by an Indedpendent Character. • Deep Strike • Fearless • Fleet • Move Through Cover • Precision Strikes • Rampage
VINDICARE ASSASSIN
WS BS S T W I
Vindicare Assassin
5 7 4 4 2 6 4 10 4+
WARGEAR: • Stealth Suit • Exitus Rile • Exitus Pistol
EXITUS R IFLE Range
S
48”
X
A Ld Sv
Unit Type
Unit Composition
Inantry (Character)
1 Vindicare Assassin
• Spy Mask • Frag Grenades
AP Type 1
125 Points
Heavy 1, Sniper, Exitus Ammunition
Exitus Ammunition: The Exitus Rifle uses special ammunition. You must declare which type o ammunition you are using beore rolling to hit. - Hellre: Fleshbane - Shield-Breaker: Invulnerable saves cannot be taken against Shield-breaker rounds. Any model that suffers a Wound rom a Shield-Breaker round immediately losed any invulnerable saves it had or the remainder o the game. - Turbo-Penetrator: A Turbo-Penetrator round inflicts 2 wounds on a non-vehicle model instead o 1. A Turbo-Penetrator round has an Armour Penetration o 3D6.
SPECIAL RULES: • Lightning Reflexes: Assassins have a 4+ Invulnerable save. • Lone Agent: An Assassin may not join a unit or be joined by an Indedpendent Character. • Marksman: All shots fired that hit and wound, except snap shots, are Precision Shots and the target may not make a Look Out, Sir roll. The Vindicare Assassin may always target a unit within range and line o sight including a unit locked in combat, even a riendly unit. • Infiltrate • Fearless • Fleet • Move Through Cover • Stealth
SPY MASK
The Vindicare Assassin has an Auspex and Night Vision.
STEALTH SUIT
Stealth Suit coners a 4+ Armour Save and Feel No Pain (6+) and counts as a Camo Cloak.
EXITUS PISTOL Range
S
12”
5
AP Type 1
Pistol
6
ARMOURY
OF THE
OFFICIO ASSASSINORUM R ANGED W EAPONS A NIMUS SPECULUM
The Animus Speculum is the striking elongated helm worn by Culexus Assassins concealing a cannon that ocuses the Culexus Assassin’s Anti-psyker Aura. Range 12”
S
AP Type
5
1
EXITUS R IFLE
The Exitus Rifle is the Pinnacle o gunsmithing and ballistic accuracy. The Rifle comes with an array o sensors and compensators ensuring precision no matter what the battlefield conditions are. Exitus Rifles fire special ammunition each tailored or a specific use. Only Vindicare Assassins are entrusted with such deadly weapons.
Assault 2, Null Syphon
Range
S
Null Syphon: For every Psyker (A unit with the Brotherhood o Psykers/Sorcerors special rule is counted as 1 Psyker) within 12” o the Culexus Assassin, add +1 to the Animus Speculum’s Assault value (ie, Assault 2 becomes Assault 3 i there is one Psyker within 12”).
48”
X
EXECUTIONER PISTOL
A High Power Needle Pistol that fires a very potent Crystallised Neurotoxin. Execuioner Pistols are used exclusively by the Eversor Assassins. Range
S
12”
4
AP Type 2
Pistol, Poisoned (+2)
EXITUS PISTOL
AP Type 1
Heavy 1, Sniper, Exitus Ammunition
Exitus Ammunition: The Exitus Rifle uses special ammunition. You must declare which type o ammunition you are using beore rolling to hit. - Hellre: Poisoned (2+) - Shield-Breaker: Any model hit with a Shield-Breaker round immediately losed any invulnerable saves it had or the rest o the battle. - Turbo-Penetrator: A Turbo-Penetrator round inflicts 2 wounds on a non-vehicle model instead o 1. A Turbo-Penetrator round has an Armour Penetration o 3D6.
NEURAL SHREDDER
The side arm o all Vindicare Assassins, the Exitus Pistol is masterully The Callidus Assassin caries many exotic weapons. One o them being crafed to the same tollerances o the Exitus Rifle and serves as a the Neural Shredder, a small gun that damages an enemy’s nervous ormidable deterrant to those who would wish get up close and personal system. with the otherwise long ranged Vindicare Assassin. Range
S
12”
5
AP Type 1
Pistol
Range
S
Template
8
AP Type 1
Pistol, Neural Shock
Neural Shock: Hits rom this weapon are resolved against the target’s unmodified Leadership, rather than its Toughness. This weapon cannot harm vehicles.
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MELEE WEAPONS Proles for the following melee weapons are listed on the Proles page of the Reference. Their full rules can be found in the Warhammer 40,000 rulebook: Power Weapons
C’TAN PHASE SWORD
NEURO GAUNTLET
The Neuro Gauntlet is composed o long fingers ending in hypodermic needles. The hypodermic needles inject neurotoxins into their victims and can kill in an instant. The Neuro Gauntlet is used only by the Eversor Assassin. Range
S
-
User
AP Type 2
Melee, Poisoned (5+), Rending, Shred
The C’tan Phase Sword has many unique and indescribable physical properties, much like the C’tan themselves. The extremely rare C’tan necrodermis that these blades are composed o can cut through any barrier or armour rom the both the materium and immaeterium. Range
S
+2
-
AP Type X
Melee, Armourbane, Fractal Edge
Fractal Edge: No saves are allowed against hits rom a C’tan Phase Sword, not even Invulnerable saves!
GRENADES PSYK−OUT GRENADE
Rules for the following items can be found in the Warhammer 40,000 rulebook:
A tool used to subdue Rogue Psykers by Inquisitors. These grenades release a cloud o psi-reractive particles that temporarily paralyze Psykers.
Frag Grenades* Melta Bombs
Assault When a unit equipped with Psyk-out Grenades launches an assault, any Psykers in the assaulted unit(s) are reduced to Initiative 1 or the remainder o the phase.
*See Assault Grenades
Shooting When a unit armed with Psyk-out Grenades makes a shooting attack, one model can choose to throw a grenade, rather than using another shooting weapon. Range
S
8”
3
AP Type -
Assault 1, Blast, Psi-shock
Psi-shock: Any Psyker that suffers an unsaved wound rom a Psyk-out Grenade suffers the Perils o the Warp in addition to any other effects.
ARMOUR SYNSKIN
STEALTH SUIT
Officio Assassinorum Operatives use a thick paste that adheres to their skin and cures to a rubbery consistency known as Synskin. It offers a protective ‘second skin’ that allows them to retain their movement.
The Vindicare Temple uses a combination o Synskin with an outer garment laced Cameleoline materials to ensure complete stealth or their operatives.
Synskin coners a 4+ Armour Save and Feel No Pain (6+).
Stealth Suit coners a 4+ Armour Save and Feel No Pain (6+) and counts as a Camo Cloak.
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SPECIAL ISSUE WARGEAR A USPEX
Auspexes can surveil the immediate surrounding. They are ofen used to target enemies dug into cover and enhance the targeting o riendly weapon systems.
FRENZON
Frenzon is a powerul combat drug used by Eversor Assassins to enhance their reflexes and destructive potential.
When the Eversor Assassin charges into combat, it gains an A model with an Auspex can use it in place o making a extra D6 Attacks instead o +1 Attack. In addition, the Eversor shooting attack. I he does so, target an enemy unit within 12” Assassin has the Feel No Pain special rule. (this does not count as choosing a target or his unit to shoot at). A unit that is targeted by one or more Auspexes has its cover OLYMORPHINE saves reduced by 1 until the end o the phase. Callidus Assassins are trained to use the shape-altering drug Polymorphine to infiltrate enemy bases. Polymorphine allows them to AMO LOAK assume the shape and eatures o any humanoid. Camo Cloaks allow their bearer to blend in with their environment making them disappear to the naked eye. The Callidus Assassin is always placed in reserve, even in missions which do not normally use t he Reserves rule. When A model wearing a Camo Cloak has +1 cover save. I it does not she becomes available, she may be placed anywhere on the already have a cover save, it gains a 6+ cover save. battlefield, and can move, assault, and charge in the t urn she arrives. Overwatch may not be used against the Callidus Assassin on the turn in which she arrives on the battlefield.
P
C
C
ETHERIUM
The Culexus Assassin uses an Aegis System known as the Etherium. The SYOCCULUM Etherium enhances the Culexus’s own anti-psychic field and their natural aura o disomort making them hard to target or hit in combat. An integral part o any Culexus Assassin’s Animus Speculum. A Psyocculm ensures that the Assassin always hits its mark by zeroing in on a Psyker’s aura. Any unit wishing to shoot at or charge the Culexus Assassin must first pass a Leadership test on 3D6 (vehicles count as Leadership 10). I the test is ailed they may not target the The bearer o a Psyocculum (and his unit) count as being Assassin, but may attack another target instead. The Culexus Ballistic Skill 10 i shooting at a unit containing one or more Assassin is unaffected by all Psychic powers. Psykers.
P
SPY MASK
A ace plate containing many advanced sensor arrays worn by Vindicare Assassins. The Vindicare Assassin has an Auspex and Night Vision.
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ASSASSINS
ASSASSINORUM MURDER SQUAD
SPECIAL RULES: 1 Vindicare Assassin
1 Callidus Assassin
1 Eversor Assassin
1 Culexus Assassin
FORMATION RESTRICTIONS None.
Best of the Best: The Assassins in a Murder Squad each have 3 Wounds, and their Synskin coners the Feel No Pain (5+) special rule. Black Frenzon: The Eversor’s Frenzon coners 2d6 exta Attacks as a charge bonus instead o 1D6. It also coners Feel No Pain (4+). Exitus Relics: The Vindicare’s Exitus Weaponry has the Soul Blaze special rule (this affects Exitus Ammunition as well). Neural Obliterator: The Callidus’ Neural Shredder is Strength 9. Speculum Majora: The Culexus’ Animus Speculum is Strength 6.
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ASSASSINS
VINDICARE SUPPRESSION SQUAD
SPECIAL RULES: 2-6 Vindicare Assassins
FORMATION RESTRICTIONS None.
13
Ultimate Assassins: The Assassins in this ormation gain the Infiltrate and Scout special rules i they did not already have them. This ormation re-rolls ailed Reserve rolls and may move on to the table rom Reserves rom any table edge. Coordinated Firepower: The Vindicares’ Exitus Rifle and Exitus Pistol gain the Pinning special rule when two or more Vindicare Assassins fire upon the same target.
ASSASSINS
CULEXUS WARP DESOLATION FORCE
SPECIAL RULES: 2-6 Culexus Assassins
FORMATION RESTRICTIONS None.
Ultimate Assassins: The Assassins in this ormation gain the Infiltrate and Scout special rules i they did not already have them. This ormation re-rolls ailed Reserve rolls and may move on to the table rom Reserves rom any table edge. Psychic Monstrosity: The range o the Soulless special rule is increased to 24”. The range o the Psychic Abomination special rule is increased by 6” or each Culexus Assassin in this ormation.
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ASSASSINS
CALLIDUS SLEEPER CELL
SPECIAL RULES: 2-6 Callidus Assassins
FORMATION RESTRICTIONS None.
Ultimate Assassins: The Assassins in this ormation gain the Infiltrate and Scout special rules i they did not already have them. This ormation re-rolls ailed Reserve rolls and may move on to the table rom Reserves rom any table edge. Mass Sabatoge: When using the A word in your Ear... special rule you may choose the acing o an enemy unit and it may be moved up to 6” outside o your opponent’s deployment zone. Reign of Confusion: You may re-roll the dice when attempting to Seize the Initiative. In addition, your opponent suffers a -3 penalty to the first Reserve Rolls, or each Callidus Assassin (i.e. first 2 Reserve Rolls i there are 2 Assassins in the ormation), he makes during the game. This special rule is not cumulative with itsel.
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ASSASSINS
EVERSOR ERADICATION PACK
SPECIAL RULES: 2-6 Eversor Assassins
FORMATION RESTRICTIONS None.
Ultimate Assassins: The Assassins in this ormation gain the Infiltrate and Scout special rules i they did not already have them. This ormation re-rolls ailed Reserve rolls and may move on to the table rom Reserves rom any table edge. Surgical Strike: The Assassins in this ormation do not scatter when arriving rom Deep Strike Reserve. No Escape: Enemy characters suffer a -1 penalty to their Look Out, Sir test against wounds inflicted by a unit in this this ormation in an assault or each Eversor Assassin in the assault. In addition, The Eversors’ Precision Strikes special rule requires a roll o 3+ to hit with a melee weapon instead o a roll o 6.
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REFERENCE All of the rules and tables here are condensed for ease of reference. If you need the full rule see its entry in the main pages of the book.
SPECIAL RULES A Word in your Ear… (pg 4): The player with the Callidus Assassin can move one enemy unit up to 6” afer both sides have deployed, but beore the first turn starts, as i the unit had made a move action, but ignoring difficult and dangerous and terrain. The unit’s new position must be within the normal deployment zone outside o difficult and dangerous terrain, and the owning player may choose the acing o the unit afer it has been moved. Multiple Callidus Assassins may use this special rule consecutively to move the same unit. Best of the Best (pg 10): The Assassins in a Murder Squad each have 3 Wounds, and their Synskin coners the Feel No Pain (5+) special rule. Black Frenzon (pg 10): The Eversor’s Frenzon coners 2d6 exta Attacks as a charge bonus instead o 1D6. It also coners Feel No Pain (4+). Bio-meltdown! (pg 6): I the Eversor Assassin is killed, place a Blast marker centred over the model. Any model touched by the template takes an automatic Strength 5 hit, with saving throws allowed as normal. The Eversor Assassin is then removed rom play.
Lightning Reflexes (pg 2): Assassins have a 4+ Invulnerable save. Lone Agent (pg 2): An Assassin may not join a unit or be joined by an Indedpendent Character. Marksman (pg 7): All shots fired that hit and wound, except snap shots, are Precision Shots and the target may not make a Look Out, Sir roll. The Vindicare Assassin may always target a unit within range and line o sight including a unit locked in combat, even a riendly unit. Mass Sabatoge (pg 15): When using the A Word in your Ear... special rule you may choose the acing o an enemy unit and it may be moved up to 6” outside o your opponent’s deployment zone. Neural Obliterator (pg 10): The Callidus’ Neural Shredder is Strength 9. No Escape (pg 16): Enemy characters suffer a -1 penalty to their Look Out, Sir test against wounds inflicted by a unit in this this ormation in an assault or each Eversor Assassin in the assault. In addition, The Eversors’ Precision Strikes special rule requires a roll o 3+ to hit with a melee weapon instead o a roll o 6.
Coordinated Firepower (pg 13): The Vindicares’ Exitus Rifle and Poison Blades (pg 4): I the Callidus Assassin is still in base Exitus Pistol gain the Pinning special rule when two or more contact with an enemy model at the end o the Assault phase, Vindicare Assassins fire upon the same target. afer all combats have been resolved, she may make an extra attack with her poisoned blades. This attack always wounds on Exitus Relics (pg 10): The Vindicare’s Exitus Weaponry has the a 4+. Soul Blaze special rule (this affects Exitus Ammunition as well). Fast Shot (pg 6): The Eversor Assassin may fire his Executioner Pistol twice in the Shooting phase and when Overwatching. Jump Back (pg 4): At the start o the fight sub-phase, the Callidus Assassin can attempt to disengage rom combat. Roll a D6 – on a roll o a 1 she ails to disengage and must fight on in the combat normally, on a roll o 2 or more she moves that many inches away rom the enemy. This move cannot be used to move into contact with a different enemy model. I this leaves the enemy unit unengaged, they may make a consolidate move at the end o the Assault phase.
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Life Drain (pg 5): The Culexus Assassin may use this ability when in close combat with a Psyker. The Psyker must take a Leadership test with a -2 penalty to Leadership which is cumulative with the Soulless rule. I they ail the Leadership test, the Psyker loses 1 Wound, with no saving throws o any type allowed (not even Invulnerable saves). This is worked out at the start o the fight sub-phase and wounds inflicted by this attack count towards the combat resolution. All other close combat attacks are worked out as normal. This power can only be used to affect one Psyker per turn.
Psychic Abomination (pg 5): Any Psyker within 6” o the Culexus Assassin at the start o their turn must pass a Morale check or all back. I they are with a unit, then the unit will also all back. Psychic Monstrosity (pg 14): The range o the Soulless special rule is increased to 24”. The range o t he Psychic Abomination special rule is increased by 6” or each Culexus Assassin in this ormation. Psyker Assassin (pg 5): The Culexus Assassin can always target and allocate wounds to a Psyker, the Psyker may not make a Look Out, Sir roll. The Culexus Assassin may ignore other models when charging into an assault i this will allow it to get into contact with a Psyker. Reign of Confusion (pg 15): You may re-roll the dice when attempting to Seize the Initiative. In addition, your opponent suffers a -3 penalty to the first Reserve Rolls, or each Callidus Assassin (i.e. first 2 Reserve Rolls i there are 2 Assassins in the ormation), he makes during the game. This special rule is not cumulative with itsel.
Soulless (pg 5): Any unit (riend or oe) with a model within 12” o the Culexus Assassin counts as having Leadership 7, unless it would normally be less than this. Speculum Majora (pg 10): The Culexus’ Animus Speculum is Strength 6.
ARMOUR (pg 8) Stealth Suit: 4+ Armour Save; Feel No Pain (6+); counts as a Camo Cloak Synskin: 4+ Armour Save; Feel No Pain (6+)
Surgical Strike (pg 16): The Assassins in this ormation do not scatter when arriving rom Deep Strike Reserve. Ultimate Assassins (pg 13): The Assassins in this ormation gain the Infiltrate and Scout special rules i they did not already have them. This ormation re-rolls ailed Reserve rolls and may move on to the table rom Reserves rom any table edge.
GRENADES (pg 8) Psyk-out Grenades: When a unit equipped with Psyk-out Grenades launches an assault, any Psykers in the assaulted unit(s) are reduced to Initiative 1 or the remainder o the phase.
PROFILES
SPECIAL ISSUE WARGEAR (pg 9)
ELITES
Auspex: A model can use an auspex instead o shooting. I she does so, an enemy unit within 12” has -1 cover save until the end o the phase. Camo Cloak: +1 cover save. Etherium: Any unit wishing to shoot at or charge the Culexus Assassin must first pass a Leadership test on 3D6 (vehicles count as Leadership 10). I the test i s ailed they may not target the Assassin, but may attack another target instead. The Culexus Assassin is unaffected by all Psychic powers.
WS BS S
Callidus Assassin Culexus Assassin Eversor Assassin Vindicare Assassin
Spy Mask: The Vindicare Assassin has an Auspex and Night Vision.
I
A Ld Sv
Unit Type
Pg
In (ch) In (ch) In (ch) In (ch)
4 5 6 7
5 5 4 4 2 6 4 10 4+ 5 5 4 4 2 6 4 10 4+ 6 5 4 4 2 6 4 10 4+ 5 7 4 4 2 6 4 10 4+
UNIT TYPES
Inantry = In, Character = (ch)
Frenzon: When the Eversor Assassin charges into combat, it gains an extra D6 Attacks rather than just +1 Attack. In addition, the Eversor Assassin has the Feel No Pain special rule. Polymorphine: The Callidus Assassin is always placed in reserve, even in missions which do not normally use the Reserves rule. When she becomes available, she may be placed anywhere on the battlefield, and can move, assault, and charge in the turn she arrives. Overwatch may not be used against the Callidus Assassin on the turn in which she arrives on the battlefield.
T W
MELEE WEAPONS Range
S
AP
C’tan Phase Sword
-
+2
X
Melee,Armourbane, Fractal Edge
Melta Bomb Neuro Gauntlet
-
8
1
User
3
Armourbane, Unwieldy Melee, Poisoned (5+), Rending,Shred
Power Axe Power Lance Power Maul Power Sword
-
+1
2
Weapon
+1/User 3/4 +2
4
User
3
Type
Melee, Unwieldy Melee Melee, Concussive Melee
RANGED WEAPONS Range
S
AP
Animus Speculum Executioner Pistol Exitus Pistol Exitus Rile
12” 12” 12” 48”
5
1
4
2
5 X
1 1
Frag Grenade Neural Shredder Psyk-out Grenade
8” Template 8”
3
-
8 3
1 -
Weapon
Type Assault 2, Null Syphon Pistol, Poisoned (2+) Pistol Heavy 1, Sniper, Exitus Ammunition Assault 1, Blast Pistol, Neural Shock Assault 1, Blast, Psi-shock
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Inside you will nd:
FEAR ME, FOR I AM YOUR APOCALYPSE! None are sae rom the judgment o the Assassins. The agents o the Officio Assassinorum are the most precise and deadly instruments o the Emperor. They are only dispatched when no other orce in the Imperium proves effective. Their methods can be as subtle as an assassination in the veil o night to a terriying killing spree by a one man army. Whether it be by the twist o a knie or by a bullet fired rom a mile away, no one can survive the order o Assassination. Each temple o the Officio Assassinorum operates only by the decree o the High Lords o Terra, or no other orce o Mankind can authorize the use o such valued and effective weapons. However, when their services are called or; no one can save you rom your impending doom.
THE OFFICIO ASSASSINORUM: The deadly history of the most secretive and detached faction of the Imperium of Man. ASSASSINS: The most feared opperatives in the Imperium and their techniques, exclusive wargear, and many other secrets. This collection of Datasheets will allow you to eld each of the major Temple assassins in your army. AGENTS OF RETRIBUTION: A stunning showcase of a range of Assassins miniatures. LIBER APOCALYPTICA: A collection of Apocalypse Formations to enable you to bring the Assassins to the battle elds of the Apocalypse.
A Supplement for
Not Endorsed by Games Workshop Ltd. Not Saleable
English Language
You will need a copy of Warhammer 40,000 in order to use the contents of this book