This section details army special rules including
Officio Assassinorum Special Rules.
Officio Assassinorum Special Rules
Faction and Allies
The units on the following pages (
Vindicare Assassin,
Callidus Assassin,
Eversor Assassin and
Culexus Assassin) have the
Officio Assassinorum Faction. They are part of the
Armies of the Imperium and ally as such, as described in the
Allies section of Warhammer 40,000: The Rules.
Special Rules
Absorbed Warp Charge
When firing an
animus speculum, first add up the combined
mastery levels of all
Psyker units, friend or foe, that are within 12" of the
Culexus Assassin (though Psyker units that are embarked within
buildings or
Transports do not count), and pick up that many dice. You can then add up to 3 more dice to this hand by removing them from your own
Warp Charge pool. The total number of dice in your hand is the number of shots the animus speculum now fires.
Exitus Ammo
Each time a
Vindicare Assassin fires a weapon with this special rule, choose one of the three following types of ammunition and apply the chosen ammunition’s rules to that shot:
- Shield-breaker: Invulnerable saves cannot be taken against Wounds, glancing hits, or penetrating hits from a shield-breaker round.
- Turbo-penetrator: Against vehicles, shots from a turbo-penetrator round count as Strength 10. Against all other targets, shots from a turbo-penetrator round inflict D3 Wounds, rather than just 1.
- Hellfire: Shots from a hellfire round always wound on a 2+.
Neural Shock
Hits caused by this weapon always wound on a 4+. This special rule has no effects on
vehicles or
buildings.
Phasing Hits
Each successful
To Wound roll of a 6 made by a
Phase sword results in a Phasing Wound.
Invulnerable saves cannot be taken against Phasing Wounds.
Psi-shock
If a unit containing at least one model with the
Psyker,
Brotherhood of Psykers/Sorcerers or
Psychic Pilot special rules is hit by a weapon with the Psi-shock special rule, one
randomly determined Psyker model in that unit suffers
Perils of the Warp in addition to any other damage.
Bio-meltdown
If an
Eversor Assassin is ever reduced to zero Wounds, before removing the model as a casualty, each nearby unit (friend or foe) suffers a Strength 5 AP`-` hit for each model it has within D6" of the Eversor Assassin. After resolving any additional damage, remove the Eversor Assassin from play as a casualty.
Deadshot
All successful
To Hit rolls made by a
Vindicare Assassin, excluding
Snap Shots, are
Precision Shots. Wounds from Precision Shots are allocated against a model (or models) of your choice in the target unit, as long as it is in range and
line of sight of the firer, rather than following the normal rules for
Wound allocation. A
character that has a Precision Shot Wound allocated to it can still make a
Look Out, Sir roll.
Note that Snap Shots and shots from weapons that
scatter, or do not
roll To Hit, can never be Precision Shots.
Fast Shot
Whenever an
Eversor Assassin fires his
executioner pistol, he does so 4 times. All of these shots must be at the same target, but can be any mixture of
bolt pistol and
needle pistol shots.
Independent Operative
Each Imperial Assassin is an army of one, a living weapon with their own singular methods of murder. Even when deployed as an Execution Force, such warriors pursue their own deadly agenda with no interest in wider strategic concerns. |
A model with this special rule can never be joined by another
character. If a model with this special rule is your army’s
Warlord, it never has a
Warlord Trait.
Life Drain
Armour saves cannot be taken against Wounds inflicted by a
Culexus Assassin’s close combat attacks. Any close combat attack inflicted by a Culexus Assassin that rolls a 6
To Wound has the
Instant Death special rule. Any close combat attack inflicted by a Culexus Assassin that is allocated to a
Psyker has the
Instant Death special rule.
Lightning Reflexes
Years of training and neuro-synaptic augmentation have bestowed upon each assassin the sort of reactions that would give an Eldar Harlequin pause. They flip, tumble and flow around blade thrusts and hails of shot with contemptuous ease, evading attacks that would lay the mightiest hero low. |
A model with this special rule has a 4+
invulnerable save. In addition, they do not suffer the penalty to their Initiative for
charging enemies through difficult terrain.
No Escape
Even a legion of bodyguards cannot long protect an Imperial Assassin’s victim. The black-clad killers strike with near-supernatural speed and skill, effortlessly plucking their target from beneath the noses of their gaping protectors. |
Enemy
characters suffer a -2 penalty to their
Look Out, Sir tests against any Wounds inflicted by a model with this special rule.
Polymorphine
When a
Callidus Assassin is deployed using her
Infiltrate special rule, she can be set up anywhere on the table that is more than 1" from any enemy unit, whether deployed enemy units can draw a
line of sight to her or not. If a Callidus Assassin starts the game in
Reserves, she can choose to move on from the enemy board edge when she arrives. In either case, during the first game turn, or during the game turn in which the Callidus Assassin
arrives from Reserves, enemy units can only fire
Snap Shots when targeting her.
Psychic Abomination
Psykers, friend or foe, within 12" of a
Culexus Assassin have -3 Leadership, do not generate any
Warp Charge (i.e. they do not add dice to their
owning player’s Warp Charge Pool in the
Psychic phase) and only harness Warp Charge points on a 6 (even if the unit would otherwise harness Warp Charge on another result). A Culexus Assassin can never be targeted or affected by psychic powers – other units in the Culexus’ vicinity that are hit by
beam or
nova powers, or by
witchfire powers that use templates, are hit/affected normally. Any
blessing or
malediction psychic powers affecting a unit immediately cease to be in effect if the unit moves within 12" of a Culexus or vice versa. This rule does not apply whilst the Culexus is embarked in a
Transport.
Reign of Confusion
If your army includes a
Callidus Assassin, you can re-roll the dice when attempting to
Seize the Initiative. In addition, your opponent suffers -3 to the first
Reserve Roll he makes during the game.