IMPERIAL AGENTS ARMY LIST

0-1 Vindicare Imperial Assassin...................165 points + Wargear (55 points)

0-1 Callidus Imperial Assassin....................177 points + Wargear (60 points)

0-1 Eversor Imperial Assassin.....................175 points + Wargear (65 points)

Your army may include up to one Assassin, either of the Vindicare temple, or another Officio Assassinorum temple such as the Callidus or Eversor. You may never have more the one Imperial Assassin in your army.

PROFILE

M 6

WS 8

BS 8

S 5

T 5

W 4

I 8

A 4

Ld 10

SPECIAL RULES

(applies to all three temples)

Psychology: Assassins are implacable foes and are unaffected by the Psychology rules described in the Warhammer 40K Rulebook. They are completely immune to Fear, Terror and any other psychological effects, regardless of the source.

Leadership: Assassins cannot be broken - they are automatically assumed to pass any Break test, or other Leadership-based test, that they are required to make. However, Assassins may never lead other units, and their Leadership is never used by friendly troops. This is an exception to the normal character rules given in the Warhammer 40K Rulebook and reflects the way Assassins fight as individuals.

Dodge: The Assassin’s trained reflexes are augmented by the booster chemicals of his synskin and enable him to react quickly to any threat by dodging out of danger. To represent this, an Assassin can avoid the effects of any damaging hit, including psychic attacks, on a D6 roll of 4, 5, or 6. This is much like an ordinary saving throw, but it is not reduced by weapon saving throw modifiers.

If the Assassin successfully dodges an attack that uses a blast marker or other template, then the model is moved outside the affected area to the nearest edge of the template. The Assassin may not be moved into hand-to-hand combat.

Gas Weapons: An Assassin’s synskin feeds counteractive agents into his bloodstream, which when combined with his advanced hyper-immuno system enable him to quickly counteract and neutralise all poisons and toxins. The Assassin cannot be affected in any way by Choke, Scare, Hallucinogen, Toxin, or Virus weapons or grenades.

Vision: Assassins have highly sophisticated bio-implants, which enable them to see in the dark or through dense smoke. They are not affected by gas or smoke weapons that normally obscure vision, although the Assassin is affected by Blind grenades and missiles as normal.

Infiltration: Assassins can secrete themselves deep within enemy territory and use the rules for Infiltration as described in the Warhammer 40k Rulebook.

VINDICARE STUFF

Marksman: The Vindicare Assassin may ignore all restrictions on choosing a target (he can even fire at characters within a unit!) and may fire at any model he can see. He can also choose the hit location when firing against targets with a hit location table, such as vehicles and bunkers. The Marksman skill also increases the long range the Assassin can fire at by 50%. This means that the Exitus Longrifle has a 54" long range, and the Exitus Pistol can fire up to 18".

Rapid Fire - Exitus Longrifle: As long as he remains stationary, the Assassin may fire his Exitus Longrifle twice in the shooting phase. This skill may not be used whilst on Overwatch, nor may it be combined with the hipshooting - Exitus Pistol described below.

Hipshooting - Exitus Pistol: When a Vindicare Assassin has performed the fatal deed he must escape, occasionally through a crowd of angry malcontents. In such close quarters the Exitus Longrifle is rather unwieldy, so the Assassin must rely on his pistol. To represent this, the Vindicare Assassin may make a run move and fire his Exitus Pistol in the same turn. Troops who run cannot normally make any kind of ranged attack.

Wargear: The Vindicare Assassin carries a knife and, unlike ordinary Assassins, has four Wargear Cards. These are the Exitus Weapons, Exitus Ammunition, Stealth Suit, and Spy Mask. The Vindicare Assassin must take all four Wargear cards, he may not swap these Wargear cards for any others, nor may he be equipped with any additional Wargear. This equipment brings the Vindicare Assassin’s total cost to 215 points.

CALLIDUS STUFF

Evade: Callidus Assassins spend years training their muscles and honing their bodies with gymnastic and calisthenics exercises. This primarily gives them the physique to accept the Polymorphine drug, but also benefits them on the battlefield, where their suppleness allows them to move swiftly and duck, dive and weave through a hail of incoming fire. Any enemy shooting at the Callidus Assassin from short range suffers a -2 to hit penalty, while any enemy shooting at long range suffers a -1 penalty. This bonus only applies if the Callidus Assassin is out in the open, not if she is behind cover.

Jump Back: A Callidus Assassin must be able to stay close to her chosen target, which may mean ignoring bodyguards and screens of troops sent to delay her. A Callidus Assassin may use her great speed and agility to leave a hand-to-hand combat unharmed. At the start of the hand-to-hand combat phase the Callidus Assassin may disengage from combat by jumping back. The Callidus Assassin my do this automatically and the opponent gains no free strikes. Simply move the Callidus Assassin up to 2" out of hand-to-hand combat. This move may not be used to enter another hand-to-hand combat.

Reign of Confusion: Whilst masquerading as a member of the enemy force, a Callidus Assassin is trained to sow seeds of doubt and confusion by giving out bad advice and subtly misinterpreting orders. To represent this, a player with a Callidus Assassin in his army may force the opponent to discard one of their Tragedy Cards(opps.. I mean Strategy Cards), chosen at random and without using it, at the start of the game.

Wargear: The Callidus Assassin carries a knife and, unlike normal Assassins, has four Wargear cards. These are the C’tan Phase Sword, Neural Shredder, Polymorphine and Poison Blades. The Callidus Assassin must take all four Wargear cards, she may not swap these Wargear cards for any others, nor may she be equipped with any additional wargear. This brings the Callidus Assassin’s total cost to 237 points.

Note that the Polymorphine Wargear card listed below replaces the one from the Dark Millennium supplement.

EVERSOR STUFF

Combat Master: The Eversor Assassin’s biostrengthened body and neuro-enhanced reflexes make him an utterly awesome hand-to-hand combat foe. The more the enemy tries to harm the Assassin, the faster and more deadly he becomes. If the Eversor Assassin is attacked in hand-to-hand combat by multiple opponents then he can use the enemies’ numbers against them. For each opponent after the first, +1 is added to the Assassin’s Weapon Skill.

Fast Shot: Often the Eversor Assassin has to cut his way through the enemy forces in order to complete his mission. With the aid of his cybernetic metacarpal implants, the Eversor Assassin may fire his Executor Pistol a number of times equal to his Attacks characteristic. This means that unless the Eversor Assassin had his Attacks characteristic reduced by some means, for example a psychic attack, then he may fire his pistol four times in each shooting phase. The Assassin may use this shill whilst on overwatch.

Fear: The raw ferocity and ruthlessness of the Eversor Assassins is renowned across the galaxy. Because of this an Eversor Assassin causes fear as described in the Psychology section of the Warhammer 40K Rulebook.

Wounding the Eversor: The Eversor Assassin’s metabolism is so pumped full of combat drugs and toxins that he literally exudes poisons. If the Eversor Assassin is wounded in hand-to-hand combat then he will spray poisonous blood and acids over his attacker. The model that made the attack takes a Strength 4 hit causing 1 would with a -1 saving throw modifier.

Killing the Eversor: The Eversor Assassin is constantly immunising and neutralising himself against the drugs, toxins, nerve agents, acids, venoms, and viruses that flow through his body. Alone, any one of these substances is lethal to a normal human, but together there is the further danger of them reacting with each other. Fortunately the Eversor Assassin can prevent this from happening, but only while he lives. As soon as he dies, the process of neutralisation stops and the chemicals react, causing him to spontaneously combust in a very gruesome and violent manner. If the Eversor Assassin is reduced to 0 wounds, he will explode with the same effect as a plasma grenade (see the Warhammer 40K Wargear book for more details).

Wargear: The Eversor Assassin carries a power sword and is equipped with a supply of melta-bombs. Unlike normal Assassins, the Eversor has four Wargear cards. These are the Executor Pistol, Neuro-Gauntlet, Sentinel Array, and Eversor Combat Drugs. The Eversor Assassin must take all four Wargear cards, he may not swap these Wargear cards for any others, nor may he be equipped with any additional wargear. This brings the Eversor’s total cost to 240 points.

WARGEAR DESCRIPTIONS

Exitus Weapons (15 points): Exitus Weapons are purpose-built for each individual Vindicare sniper. They are manufactured as matched sets of a pistol and a rifle. Both use the same high-powered rounds with armour piercing tips for general purpose executions. They also accept a variety of special ammunition types for particularly well-protected targets. Remember that the Vindicare Assassin’s Marksman skill allows him to increase the long range by 50%.

  Range   To Hit            
  Short Long Short Long Str Dam Save Mod Armour Penetration Special
Longrifle 0-18 18-36 +1 +1 5 1 -3 D6+5  
Pistol 0-6 6-12 +2 -1 5 1 -3 D6+5 close combat

Vindicare Assassin Only

Exitus Ammunition (15 points): Special Exitus Ammunition types may only be used with an Exitus Pistol or Longrifle. A Vindicare Assassin carries one each of the following rounds, discard this card when all three rounds have been used.

Shield-Breaker: If the target is protected by a force field the field is automatically destroyed, if the target has nor force field it takes normal damage.

Turbo-Penetrator: This has a -6 saving throw modifier and inflict double damage (2 wounds). When rolling for armour penetration, roll D6+5 and double the result.

Hellfire: Always wounds on a 2+ against living targets and causes D6 wounds. Note that this does not have the splash effects like a heavy bolter hellfire shell

Vindicare Assassin Only

Stealth Suit (10 points): The Stealth Suit combines chameleon chemicals with the ordinary synskin worn by Imperial Assassins. The combination of the Stealth Suit and a Vindicare Assassin’s training means that if the Assassin fires while he is Hiding, he is not spotted - instead flip over the Hidden counter to show that he is only Detected. Note that the Stealth Suit does not stop the Vindicare Assassin being detected by troops within their initiative distance, or who gain a clear line of sight by moving around the cover that conceals him.

Vindicare Assassin Only

Spy Mask (10 points): The Spy Mask contains cartridges of concentrated food and water for extended operations, and a multi-channel comm sensor for monitoring enemy communications. However, the main feature of the Spy Mask is a wide spectrum visor which can pick out heat and energy sources at tremendous distances. This enables the Assassin to fire at Hidden models with a -6 to hit modifier or Detected models with a -3 to hit modifier. These to hit modifiers are in addition to any others for cover, movement, etc.

Vindicare Assassin Only

C’tan Phase Sword (15 points): The Phase Sword was found on one of the long dead worlds of the C’tan. Excavations by the Adeptus Mechanicus uncovered numerous artefacts of extremely advanced technology, but of their makes, the enigmatic C’tan, there was not evidence.

The blade of the Phase Sword is unusual in its ability to phase in and out of real-space by molecular realignment, so it is capable of bypassing armour and protective fields. A model wounded by a C’tan Phase Sword does not receive an armour save, even for armour fields.

Callidus Assassin Only

Neural Shredder (15 points): The Neural Shredder is of unknown origin, although some speculate that it is but one of a range of psychic weapons developed by the Adeptus Astra Telepathica. If at the end of the hand-to-hand phase the Callidus Assassin is not in base-to-base contact with any enemy models then she may fire the Neural Shredder. To fire the Neural Shredder place the Flamer template so that the pointed end is touching the Assassin. Any models wholly under the template are hit automatically, while models partially under the template are hit on the D6 roll or 4+. All models hit must pass a Leadership test with a -2 modifier to their Leadership characteristic. If the test is failed the model suffers 1 wound with a -3 saving throw modifier. Armour fields do not protect against the Neural Shredder.

Callidus Assassin Only

Polymorphine (20 points): The Callidus Assassin is not deployed at the start of the game. Instead, the player may play this card at any time to reveal that the Callidus Assassin is in fact disguised as one of the enemy! The player can select either an Ork, Squat, Human, Genestealer Hybrid or Eldar and substitute the Callidus Assassin for that model. The model must be a basic trooper model and not a character model, vehicle crewman or have a heavy weapon. In addition, as armour restricts the movement of the Assassin, the model the Assassin replaces cannot have an armour saving throw better than 3+ on 1D6. The Assassin discards any captured wargear as she casts off her disguise, and has only the weapons and wargear normally carried.

Callidus Assassin Only

Poison Blades (10 points): A Callidus Assassin frequently has to operate with little of no weaponry. However, a Callidus Assassin is never totally unarmed and will always manage to secrete several needle-like poisoned blades about her person. The Callidus Assassin can drive these through weak-points in armour, such as eyes and other exposed areas.

If there is still enemy models in base-to-base contact with the Assassin at the end of the hand-to-hand combat phase, she may attack one with a poison blade. The poison blade hits on a D6 roll of 3+, inflicting a S4 hit that causes 1 wound, with no armour saving throw allowed. Armour fields may save as normal

Callidus Assassin Only

Eversor Combat Drugs (25 points): The Eversor Assassin may take one dose of any one of the following three drugs at the beginning of his turn. There are enough doses to last the entire battle.

Fury: The Assassin may triple his movement when he charges or runs. This lasts for the duration of the turn.

Terminus: Until the end of your opponent’s next turn, the Assassin may carry on fighting and will not explode even if he is reduced to 0 wounds! However, if the Assassin is still on 0 wounds at the end of your opponent’s next turn then he will die and explode as normal.

Destroyer: During his turn, if the Assassin kills his opponent and uses his follow up move to enter another close combat, he may attack again immediately. After each follow-up move, roll a D6. On a 1-3 the Assassin gets no more attacks this turn, on a 4-6 he may fight another round of combat immediately.

Eversor Assassin Only

Executor Pistol (20 points): The Executor Pistol is standard issue for all Eversor Assassins. It consists of a master-crafted bolt pistol with a combined needle pistol. The Assassin must decide whether he wishes to fire the needle pistol or the master-crafted bolt pistol, he cannot fire both in the same shot. The Assassin may use his Fast Shot skill to split the shots between the needle pistol and the master-crafted bolt pistol. See the Wargear book for details of the needle pistol

  Range   To Hit            
  Short Long Short Long Str Dam Save Mod Armour Penetration Special
Bolt Pistol 0-12 12-24 +2 +1 4 1 -1 D6+4 close combat
Needle Pistol 0-8 8-16 +2 - 3 1 -1 D6+3 close combat

Eversor Assassin Only

Neuro-Gauntlet (15 points): The Neuro-Gauntlet consists of an exo-skeleton hyper-alloy glove, with Neuro-toxin injectors fitted to the fingers. The lethal toxins mean that enemies die in an excruciatingly painful an violent manner. Against living target the following rules apply: Any squad which takes a casualty from the Neuro-Gauntlet must make an immediate break test. If a model is wounded by the Neuro-Gauntlet but isn’t killed, then the toxins will halve all its characteristics (rounding fractions up), including remaining Wounds, for the rest of the battle.

  Range   To Hit            
  Short Long Short Long Str Dam Save Mod Armour Penetration Special
Neuro-Gauntlet close combat close combat 7 1 -4 D6+D12+7 see rules

Eversor Assassin Only

Sentinel Array (5 points): The Sentinel Array is a pack containing motion trackers and target acquisition systems, allowing the Eversor Assassin to sense enemy troop movements from all sides. The Sentinel Array enables the Eversor Assassin to spot hidden troops at double his Initiative distance. In addition, the Eversor Assassin has a 360 degree fire arc, this means he may fire his weapons in any direction he chooses.

Eversor Assassin Only

Compliments of : Kevin Walker


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