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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 of the Officio Assassinorum to your Inquisitorial
armies. Each Temple maintains an armoury of technological
wonders only utilised by the Assassins.
Armoury of the Officio Assassinorium: A detailed account of
the specialised tools used in the art of assassination.
Liber Apocalyptica: A collection of Datsheets and formations
for use in Apocalypse.

ASSASSINS

Assassins are an Army List Entry that can be selected as an Elite choice in a detachment chosen from either Codex: Inquisition,
Codex:Grey Knights, or Codex:Sisters of Battle. You may include one Assassin in your army and one Assassin for 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 Reflexes: Assassins have a 4+ Invulnerable save.


Lone Agent: An Assassin may not join a unit or be joined by an
Indedpendent Character.

CALLIDUS ASSASSIN

WS BS S T W I A Ld Sv
Callidus Assassin

WARGEAR:
Synskin
Ctan Phase Sword
Neural Shredder

2 6

4 10 4+

Unit Type

Unit Composition

Infantry (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 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.

CTAN PHASE SWORD


Range

+2

AP Type
X

Melee, Armourbane, Fractal Edge

Fractal Edge: No saves are allowed against hits from a Ctan


Phase Sword, not even Invulnerable saves!

NEURAL SHREDDER

Range

Template

AP Type
1

115
Points

Pistol, Neural Shock

Neural Shock: Hits from this weapon are resolved against the
targets unmodified Leadership, rather 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 after both sides have
deployed, but before the first turn starts, as if the unit had
made a move action, but ignoring difficult and dangerous and
terrain. The units new position must be within the normal
deployment zone outside of dangerous terrain, and the
owning player may choose the facing of the unit after it has
been moved. Multiple Callidus Assassins may use this special
rule consecutively to move the same unit.
Jump Back: At the start of the Fight sub-phase, the Callidus
Assassin can attempt to disengage from combat. Roll a D6
on a roll of a 1 she fails to disengage and must fight on in the
combat normally, on a roll of 2 or more she moves that many
inches away from the enemy. This move cannot be used to
move into contact with a different enemy model. If this leaves
the enemy unit unengaged, they may make a consolidate
move at the end of 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: If the Callidus Assassin is still in base contact
with an enemy model at the end of the Assault phase, after 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 A Ld Sv
Culexus Assassin

WARGEAR:
Synskin
Animus Speculum
Etherium

2 6

4 10 4+

Unit Type

Unit Composition

Infantry (Character)

1 Culexus Assassin

Psyocculum
Frag Grenades
Psyk-out Grenades

ANIMUS SPECULUM
Range
12

S
5

AP Type
1

Assault 2, Null Syphon

Null Syphon: For every Psyker (A unit with the Brotherhood of


Psykers/Sorcerors special rule is counted as 1 Psyker) within 12
of the Culexus Assassin, add +1 to the Animus Speculums
Assault value (ie, Assault 2 becomes Assault 3 if 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). If the test is failed 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 of a Psyocculum (and his unit) count as being


Ballistic Skill 10 if 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. If they fail the Leadership
test, the Psyker loses 1 Wound, with no saving throws of any
type allowed (not even Invulnerable saves). This is worked out
at the start of 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 of the Culexus
Assassin at the start of their turn must pass a Morale check
or fall back. If they are with a unit, then the unit will also fall
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 if this will allow it to get into
contact with a Psyker.
Soulless: Any unit (friend or foe) with a model within 12 of
the Culexus Assassin counts as having Leadership 7, unless it
would normally be less than this.
Fear
Fearless
Fleet
Move Through Cover
Scout

EVERSOR ASSASSIN

WS BS S T W I A Ld Sv
Eversor Assassin

WARGEAR:
Synskin
Neuro Gauntlet
Executioner Pistol
Power Weapon

2 6

4 10 4+

Unit Type

Unit Composition

Infantry (Character)

1 Eversor Assassin

Frenzon
Frag Grenades
Melta Bombs

EXECUTIONER PISTOL
Range

12

AP Type
2

Pistol, Poisoned (+2)

NEURO GAUNTLET
Range

User

FRENZON

AP Type
2

Melee, Poisoned (5+), Rending, Shred

When the Eversor Assassin charges into combat, it gains an


extra D6 Attacks instead of +1 Attack. In addition, the Eversor
Assassin has the Feel No Pain special rule.

110
Points

SPECIAL RULES:
Bio-meltdown!: If 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
from 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 A Ld Sv
Vindicare Assassin

WARGEAR:
Stealth Suit
Exitus Rifle
Exitus Pistol

EXITUS RIFLE
Range

48

2 6

4 10 4+

Unit Type

Unit Composition

Infantry (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 of ammunition you
are using before rolling to hit.
- Hellfire: Fleshbane
- Shield-Breaker: Invulnerable saves cannot be taken against
Shield-breaker rounds. Any model that suffers a Wound from
a Shield-Breaker round immediately losed any invulnerable
saves it had for the remainder of the game.
- Turbo-Penetrator: A Turbo-Penetrator round inflicts 2
wounds on a non-vehicle model instead of 1. A
Turbo-Penetrator round has an Armour Penetration of 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 of sight including a unit locked in
combat, even a friendly unit.
Infiltrate
Fearless
Fleet
Move Through Cover
Stealth

SPY MASK

The Vindicare Assassin has an Auspex and Night Vision.

STEALTH SUIT

Stealth Suit confers a 4+ Armour Save and Feel No Pain


(6+) and counts as a Camo Cloak.

EXITUS PISTOL
Range

12

AP Type
1

Pistol

ARMOURY OF THE
OFFICIO ASSASSINORUM
RANGED WEAPONS
ANIMUS SPECULUM

The Animus Speculum is the striking elongated helm worn by


Culexus Assassins concealing a cannon that focuses the Culexus
Assassins Anti-psyker Aura.
Range
12

AP Type

EXITUS RIFLE

The Exitus Rifle is the Pinnacle of gunsmithing and ballistic accuracy.


The Rifle comes with an array of sensors and compensators ensuring
precision no matter what the battlefield conditions are. Exitus Rifles
fire special ammunition each tailored for a specific use. Only Vindicare
Assassins are entrusted with such deadly weapons.

Assault 2, Null Syphon

Range

Null Syphon: For every Psyker (A unit with the Brotherhood of


Psykers/Sorcerors special rule is counted as 1 Psyker) within 12
of the Culexus Assassin, add +1 to the Animus Speculums
Assault value (ie, Assault 2 becomes Assault 3 if there is one
Psyker within 12).

48

EXECUTIONER PISTOL

A High Power Needle Pistol that fires a very potent Crystallised


Neurotoxin. Execuioner Pistols are used exclusively by the Eversor
Assassins.
Range

12

AP Type
2

Pistol, Poisoned (+2)

EXITUS PISTOL

The side arm of all Vindicare Assassins, the Exitus Pistol is masterfully
crafted to the same tollerances of the Exitus Rifle and serves as a
formidable deterrant to those who would wish get up close and personal
with the otherwise long ranged Vindicare Assassin.
Range

12

AP Type
1

Pistol

AP Type
1

Heavy 1, Sniper, Exitus Ammunition

Exitus Ammunition: The Exitus Rifle uses special ammunition.


You must declare which type of ammunition you are using
before rolling to hit.
- Hellfire: Poisoned (2+)
- Shield-Breaker: Any model hit with a Shield-Breaker round
immediately losed any invulnerable saves it had for the rest of
the battle.
- Turbo-Penetrator: A Turbo-Penetrator round inflicts 2
wounds on a non-vehicle model instead of 1. A
Turbo-Penetrator round has an Armour Penetration of 3D6.

NEURAL SHREDDER

The Callidus Assassin caries many exotic weapons. One of them being
the Neural Shredder, a small gun that damages an enemys nervous
system.
Range

Template

AP Type
1

Pistol, Neural Shock

Neural Shock: Hits from this weapon are resolved against the
targets unmodified Leadership, rather than its Toughness. This
weapon cannot harm vehicles.

MELEE WEAPONS
Profiles for the following melee weapons are listed on
the Profiles page of the Reference. Their full rules can be
found in the Warhammer 40,000 rulebook:
Power Weapons

CTAN PHASE SWORD

NEURO GAUNTLET

The Neuro Gauntlet is composed of 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

User

AP Type
2

Melee, Poisoned (5+), Rending, Shred

The Ctan Phase Sword has many unique and indescribable physical
properties, much like the Ctan themselves. The extremely rare Ctan
necrodermis that these blades are composed of can cut through any
barrier or armour from the both the materium and immaeterium.
Range

+2

AP Type
X

Melee, Armourbane, Fractal Edge

Fractal Edge: No saves are allowed against hits from a Ctan


Phase Sword, not even Invulnerable saves!

GRENADES
PSYKOUT 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 of psi-refractive 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 for the remainder of 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

AP Type
-

Assault 1, Blast, Psi-shock

Psi-shock: Any Psyker that suffers an unsaved wound from a


Psyk-out Grenade suffers the Perils of the Warp in addition to
any other effects.

ARMOUR
SYNSKIN

STEALTH SUIT

Synskin confers a 4+ Armour Save and Feel No Pain (6+).

Stealth Suit confers a 4+ Armour Save and Feel No Pain (6+) and
counts as a Camo Cloak.

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 of Synskin with an outer


garment laced Cameleoline materials to ensure complete stealth for
their operatives.

SPECIAL ISSUE WARGEAR


AUSPEX

Auspexes can surveil the immediate surrounding. They are often used
to target enemies dug into cover and enhance the targeting of friendly
weapon systems.
A model with an Auspex can use it in place of making a
shooting attack. If he does so, target an enemy unit within 12
(this does not count as choosing a target for his unit to shoot
at). A unit that is targeted by one or more Auspexes has its cover
saves reduced by 1 until the end of the phase.

CAMO CLOAK

Camo Cloaks allow their bearer to blend in with their environment


making them disappear to the naked eye.
A model wearing a Camo Cloak has +1 cover save. If it does not
already have a cover save, it gains a 6+ cover save.

ETHERIUM

The Culexus Assassin uses an Aegis System known as the Etherium. The
Etherium enhances the Culexuss own anti-psychic field and their
natural aura of disomfort making them hard to target or hit in combat.
Any unit wishing to shoot at or charge the Culexus Assassin
must first pass a Leadership test on 3D6 (vehicles count as
Leadership 10). If the test is failed they may not target the
Assassin, but may attack another target instead. The Culexus
Assassin is unaffected by all Psychic powers.

FRENZON

Frenzon is a powerful combat drug used by Eversor Assassins to


enhance their reflexes and destructive potential.
When the Eversor Assassin charges into combat, it gains an
extra D6 Attacks instead of +1 Attack. In addition, the Eversor
Assassin has the Feel No Pain special rule.

POLYMORPHINE

Callidus Assassins are trained to use the shape-altering drug


Polymorphine to infiltrate enemy bases. Polymorphine allows them to
assume the shape and features of any humanoid.
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.

PSYOCCULUM

An integral part of any Culexus Assassins Animus Speculum. A


Psyocculm ensures that the Assassin always hits its mark by zeroing in
on a Psykers aura.
The bearer of a Psyocculum (and his unit) count as being
Ballistic Skill 10 if shooting at a unit containing one or more
Psykers.

SPY MASK

A face plate containing many advanced sensor arrays worn by


Vindicare Assassins.
The Vindicare Assassin has an Auspex and Night Vision.

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 confers the Feel No Pain (5+) special
rule.
Black Frenzon: The Eversors Frenzon confers 2d6 exta Attacks
as a charge bonus instead of 1D6. It also confers
Feel No Pain (4+).
Exitus Relics: The Vindicares 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.

12

ASSASSINS
VINDICARE
SUPPRESSION SQUAD

SPECIAL RULES:
2-6 Vindicare Assassins

FORMATION RESTRICTIONS
None.

13

Ultimate Assassins: The Assassins in this formation gain the Infiltrate and
Scout special rules if they did not already have them. This formation
re-rolls failed Reserve rolls and may move on to the table from Reserves
from 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 formation gain the Infiltrate and
Scout special rules if they did not already have them. This formation
re-rolls failed Reserve rolls and may move on to the table from Reserves
from any table edge.
Psychic Monstrosity: The range of the Soulless special rule is increased to
24. The range of the Psychic Abomination special rule is increased by 6
for each Culexus Assassin in this formation.

14

ASSASSINS
CALLIDUS
SLEEPER CELL

SPECIAL RULES:
2-6 Callidus Assassins

FORMATION RESTRICTIONS
None.

Ultimate Assassins: The Assassins in this formation gain the Infiltrate and
Scout special rules if they did not already have them. This formation
re-rolls failed Reserve rolls and may move on to the table from Reserves
from any table edge.
Mass Sabatoge: When using the A word in your Ear... special rule you may
choose the facing of an enemy unit and it may be moved up to 6 outside
of your opponents 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, for each Callidus Assassin (i.e. first 2 Reserve Rolls if there
are 2 Assassins in the formation), he makes during the game. This special
rule is not cumulative with itself.

15

ASSASSINS
EVERSOR
ERADICATION PACK

SPECIAL RULES:
2-6 Eversor Assassins

FORMATION RESTRICTIONS
None.

Ultimate Assassins: The Assassins in this formation gain the Infiltrate and
Scout special rules if they did not already have them. This formation
re-rolls failed Reserve rolls and may move on to the table from Reserves
from any table edge.
Surgical Strike: The Assassins in this formation do not scatter when
arriving from 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 formation in an assault for
each Eversor Assassin in the assault. In addition, The Eversors Precision
Strikes special rule requires a roll of 3+ to hit with a melee weapon instead
of a roll of 6.

16

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 after both sides have
deployed, but before the first turn starts, as if the unit had made
a move action, but ignoring difficult and dangerous and terrain.
The units new position must be within the normal deployment
zone outside of difficult and dangerous terrain, and the
owning player may choose the facing of the unit after it has
been moved. Multiple Callidus Assassins may use this special
rule consecutively to move the same unit.

Lightning Reflexes (pg 2): Assassins have a 4+ Invulnerable save.

Best of the Best (pg 10): The Assassins in a Murder Squad each
have 3 Wounds, and their Synskin confers the Feel No Pain (5+)
special rule.
Black Frenzon (pg 10): The Eversors Frenzon confers 2d6 exta
Attacks as a charge bonus instead of 1D6. It also confers
Feel No Pain (4+).
Bio-meltdown! (pg 6): If 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 from
play.
Coordinated Firepower (pg 13): The Vindicares Exitus Rifle and
Exitus Pistol gain the Pinning special rule when two or more
Vindicare Assassins fire upon the same target.
Exitus Relics (pg 10): The Vindicares Exitus Weaponry has the
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 of the fight sub-phase, the
Callidus Assassin can attempt to disengage from combat. Roll
a D6 on a roll of a 1 she fails to disengage and must fight on
in the combat normally, on a roll of 2 or more she moves that
many inches away from the enemy. This move cannot be used
to move into contact with a different enemy model. If this
leaves the enemy unit unengaged, they may make a consolidate
move at the end of the Assault phase.

17

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. If they fail the Leadership
test, the Psyker loses 1 Wound, with no saving throws of any
type allowed (not even Invulnerable saves). This is worked out
at the start of 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.

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 of sight including a unit locked in combat,
even a friendly unit.
Mass Sabatoge (pg 15): When using the A Word in your Ear...
special rule you may choose the facing of an enemy unit and it
may be moved up to 6 outside of your opponents 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
formation in an assault for each Eversor Assassin in the assault.
In addition, The Eversors Precision Strikes special rule requires
a roll of 3+ to hit with a melee weapon instead of a roll of 6.
Poison Blades (pg 4): If the Callidus Assassin is still in base
contact with an enemy model at the end of the Assault phase,
after all combats have been resolved, she may make an extra
attack with her poisoned blades. This attack always wounds on
a 4+.
Psychic Abomination (pg 5): Any Psyker within 6 of the
Culexus Assassin at the start of their turn must pass a Morale
check or fall back. If they are with a unit, then the unit will also
fall back.
Psychic Monstrosity (pg 14): The range of the Soulless special
rule is increased to 24. The range of the Psychic Abomination
special rule is increased by 6 for each Culexus Assassin in this
formation.
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 if 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, for each Callidus
Assassin (i.e. first 2 Reserve Rolls if there are 2 Assassins in the
formation), he makes during the game. This special rule is not
cumulative with itself.

Soulless (pg 5): Any unit (friend or foe) with a model within 12
of 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 formation do not


scatter when arriving from Deep Strike Reserve.
Ultimate Assassins (pg 13): The Assassins in this formation gain
the Infiltrate and Scout special rules if they did not already
have them. This formation re-rolls failed Reserve rolls and may
move on to the table from Reserves from 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 for the remainder of the phase.

PROFILES

SPECIAL ISSUE WARGEAR (pg 9)

ELITES

Auspex: A model can use an auspex instead of shooting. If she


does so, an enemy unit within 12 has -1 cover save until the end
of 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). If the test is failed they may not target the
Assassin, but may attack another target instead. The Culexus
Assassin is unaffected by all Psychic powers.

WS BS S T W I A Ld Sv

Unit Type

Pg

Callidus Assassin

2 6

4 10 4+

In (ch)

Culexus Assassin

2 6

4 10 4+

In (ch)

Eversor Assassin

2 6

4 10 4+

In (ch)

Vindicare Assassin

2 6

4 10 4+

In (ch)

UNIT TYPES

Infantry = 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.
Spy Mask: The Vindicare Assassin has an Auspex and Night
Vision.

MELEE WEAPONS
Range

AP

Ctan Phase Sword

+2

Melta Bomb

Armourbane, Unwieldy

Neuro Gauntlet

User

Melee, Poisoned (5+),


Rending, Shred

Power Axe

+1

Melee, Unwieldy

Power Lance

Power Maul

+2

Melee, Concussive

Power Sword

User

Melee

Weapon

+1/User 3/4

Type
Melee, Armourbane,
Fractal Edge

Melee

RANGED WEAPONS
Range

AP

Animus Speculum

12

Assault 2, Null Syphon

Executioner Pistol

12

Pistol, Poisoned (2+)

Exitus Pistol

12

Pistol

Exitus Rifle

48

Heavy 1, Sniper,
Exitus Ammunition

Weapon

Frag Grenade

Type

Assault 1, Blast

Neural Shredder

Template

Pistol, Neural Shock

Psyk-out Grenade

Assault 1, Blast, Psi-shock

18

Inside you will find:

FEAR ME, FOR I AM YOUR APOCALYPSE!


None are safe from the judgment of the Assassins. The agents
of the Officio Assassinorum are the most precise and deadly
instruments of the Emperor. They are only dispatched when
no other force in the Imperium proves effective. Their
methods can be as subtle as an assassination in the veil of
night to a terrifying killing spree by a one man army.
Whether it be by the twist of a knife or by a bullet fired from a
mile away, no one can survive the order of Assassination. Each
temple of the Officio Assassinorum operates only by the
decree of the High Lords of Terra, for no other force of
Mankind can authorize the use of such valued and effective
weapons. However, when their services are called for; no one
can save you from 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 field 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 fields 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

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