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Officio Assassinorum

The Imperial Assassins are the hidden blades wielded by the High Lords of Terra. They are the slayers of kings and false messiahs, the bane of traitors and rebels across the stars. Once an agent has been despatched, he is as relentless and inescapable as the march of time itself. Every facet of his impeccable training is turned to the business of a single kill. Though the temples of the Officio Assassinorum are shrouded in the utmost secrecy, all men of influence fear the shadows they cast, for their operatives are the Emperor’s Justice made real.

How This Codex Works

This section includes full background and rules for the deadly agents of the Officio Assassinorum. It includes a datasheet for each of these sinister figures, descriptions of their esoteric wargear, a unique Detachment making it easy to add these agents to your army, and a Formation representing the Assassinorum’s ultimate sanction: the Execution Force.


BookKindEditionVersionLast update
► Imperial AgentsCodex71.1January 2017
  Officio AssassinorumDataslate71.0January 2017
  War Zone Damocles: Mont’kaCampaign71.0January 2017
  Gathering the Storm: Fall of CadiaSupplement71.0January 2017


Codex: Imperial Agents

 Q: Imperial Agents seems to replace existing material but Games Workshop has indicated that players can use either the new or older material. As Imperial Agents lacks certain things present in older material, such as Servo Skulls, which do we use?
If you have bought and own the existing and still currently available digital Codex: Adepta Sororitas and Codex: Inquisition, you can use those over the rules presented in Imperial Agents if you wish.

Officio Assassinorum

 Q: When a Culexus Assassin fires their animus speculum, can they gain dice through the Absorbed Warp Charge special rule from any Psykers embarked on a Transport within range?
 Q: Culexus Assassin’s Psychic Abomination special rule says that nearby Psykers only harness Warp Charge points on a 6, but some Psykers, like those in a Seer Council Formation, have special rules that let them harness Warp Charge points on a 3+. Which rule takes precedence?
In these cases, the Culexus Assassin’s Psychic Abomination special rule takes precedence.
 Q: Does the Culexus Assassin’s Psychic Abomination special rule work whilst it is inside a Transport?
 Q: Does the Culexus Assassin’s etherium negate Ballistic Skill bonuses (e.g. markerlight’s pinpoint, the Hunter Contingent Detachment’s Coordinated Firepower, etc.)?




WS BS S T W I A Ld Sv Unit Type
Callidus Assassin 8 8 4 4 3 7 4 10 - Infantry (Character)
Culexus Assassin 8 8 4 4 3 7 4 10 - Infantry (Character)
Eversor Assassin 8 8 4 4 3 7 4 10 - Infantry (Character)
Vindicare Assassin 8 8 4 4 3 7 4 10 - Infantry (Character)


Weapon Range S AP Type
Neuro-gauntlet - User - Melee, Fleshbane, Shred
Phase sword - User 2 Melee, Phasing Hits
Poison blades - User - Melee, Poisoned (3+), Rending

Weapon Range S AP Type
Animus Speculum 18" 5 1 Assault X, Absorbed Warp Charge
Executioner pistol
 - Needle pistol 12" 1 - Pistol, Poisoned
 - Bolt pistol 12" 4 5 Pistol
Exitus pistol 12" X 2 Pistol, Sniper, Exitus Ammo
Exitus rifle 72" X 2 Heavy 1, Sniper, Exitus Ammo
Neural Shredder Template 1 2 Pistol, Neural Shock
Psyk-out grenade 8" 2 - Assault 1, Blast, Psi-shock