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Wargear

This section of dataslate: Officio Assassinorum lists wargear used by Imperial Assassins Temples, along with the rules for using them in your games of Warhammer 40,000.

Wargear of the Vindicare Temple



Exitus Pistol

Just like its larger rifle equivalent, each Exitus pistol is precision engineered to complement the lethal skills of its individual wielder. It is usually employed when a Vindicare Assassin needs to escape from a horde of angry heretics, or an army of disciples sent into a fury by the execution of their master.

Range S AP Type
12" X 2 Pistol, Sniper, Exitus Ammo

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+.

Exitus Rifle

Exitus weapons are marvels of Imperial technology, and their ammunition perhaps even more so. They carry shield-breaker rounds with disruptive flux cores that scramble even the most sophisticated force fields; turbopenetrator rounds capable of punching through the hull of a spaceship; and hellfire rounds so toxic that not even extra-galactic creatures can survive their searing kiss.

Range S AP Type
72" X 2 Heavy 1, Sniper, Exitus Ammo

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+.

Spy Mask

The Vindicare’s distinctive mask contains nutrient cartridges that allow him to hunt for months at a time without need to resupply, as well as a commsthief sensor and a wide-spectrum auspex visor that can pick out the assassin’s victims at incredible distances.
All successful To Hit rolls made by a Vindicare Assassin, excluding Snap Shots, have the Ignores Cover special rule.

Wargear of the Callidus Temple



Neural Shredder

The neural shredder is an exotic and extremely rare weapon originally used by the Adeptus Astra Telepathica. It fires a burst of energy that destroys the minds of those caught in its sights, leaving the assassin’s victims no more than brainless, drooling meat.

Range S AP Type
Template 1 2 Pistol, Neural Shock

Neural Shock: Hits caused by this weapon always wound on a 4+. This special rule has no effects on vehicles or buildings.

Phase Sword

The Phase Sword is thought to utilise alien technology, though the Callidus Temple keeps its nature a close secret. Worn as a long blade attached to the forearm, this weapon is able to phase in and out of realspace by molecular realignment, bypassing not only physical armour but also its metaphysical equivalents.

Range S AP Type
- User 2 Melee, Phasing Hits

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.

Poison Blades

The needle-like poison blades a Callidus keeps about her person enable the operative to make her kill even when appearing defenceless. Each Callidus trains in the art of driving these blades through weak spots in armour, scaly hide, or the eye sockets of protective helms.

Range S AP Type
- User - Melee, Poisoned (3+), Rending

Wargear of the Eversor Temple



Executioner Pistol

The Executioner Pistol is a menacing hybrid of needle and bolt pistol. It is able to change modes at the twitch of a finger, firing hypertoxin darts one second and mass-reactive shells the next. Many of the Eversor’s victims are treated to both, just to make doubly sure of a messy death.

Range S AP Type
Needle pistol 12" 1 - Pistol, Poisoned
Bolt pistol 12" 4 5 Pistol

Frenzon

The cocktail of distilled combat stimms that pump through the Eversor’s circulatory system is so potent it would burst a normal man’s heart. In the heat of battle, these drugs can drive an operative Eversor into such a berserk state he becomes a living whirlwind of violence.
An Eversor Assassin rolls 3D6 when determining his charge range, adding the results together. In addition, an Eversor Assassin receives 3 bonus Attacks in a turn in which he charged, rather than just 1.

Neuro-gauntlet

This killing apparatus, worn as an exoskeletal hyper-alloy glove, has neurotoxin injectors fitted in place of fingernails. Even the faintest scratch triggers the delivery of a fatal dose.

Range S AP Type
- User - Melee, Fleshbane, Shred

Sentinel Array

The Sentinel Array worn by all Eversor Assassins processes targeting information at giddying speed, enabling its wielder to efficiently engage targets even when he is at risk of becoming overwhelmed.
An Eversor Assassin fires Overwatch using his full Ballistic Skill.

Wargear of the Culexus Temple



Animus Speculum

The Animus Speculum is an elaborate helm that can absorb and fire focussed blasts of negative Warp energy. Primarily used to dampen the vile aura of the Culexus en route to his target, its polarity can be reversed in order to magnify the soul-draining horror of its wearer to lethal levels.
An animus speculum is a ranged weapon that is fired in the Psychic phase instead of the Shooting phase. Firing the animus speculum does not prevent the Culexus Assassin from Running or shooting another weapon at the same or a different target in the Shooting phase. The Animus Speculum can fire Snap Shots but cannot be used to make Overwatch attacks.

Range S AP Type
18" 5 1 Assault X, Absorbed Warp Charge

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.

Etherium

The Etherium is a highly advanced nodal layer built into the Culexus’ synskin that shifts the wearer’s body out of phase with realspace. This makes his physical form ghost-like and absent from the physical world, all but invisible to mortal eyes, just as his mind is absent from the spiritual plane.
Whenever enemy units target a Culexus Assassin with shooting or close combat attacks, the shots/attacks are always resolved as if the attacking unit had Ballistic Skill and Weapon Skill 1 (no bonuses or modifiers can be applied to increase the attacking unit’s Weapon Skill or Ballistic Skill when resolving these shots/attacks).

Psyk-out Grenade

Psyk-out grenades are produced using an extremely rare substance thought to be a by-product of the esoteric processes that sustain the Astronomican. Upon detonation, each grenade scatters a dense cloud of psirefractive particles across the target area.
Shooting

Range S AP Type
8" 2 - Assault 1, Blast, Psi-shock

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.

Assault
Models with the Psyker, Brotherhood of Psykers/Sorcerers or Psychic Pilot special rules that are charging a unit equipped with psyk-out grenades do not gain bonus Attacks from charging. However, if the charged unit was already locked in combat from a previous turn, or has gone to ground, these grenades have no effect and the attackers gain bonus Attacks as normal.