The Imperium’s armies are vast, but there are times when one well-timed strike can do more to alter the course of a battle than even the largest force. When such services are required, the Imperium turns to the shadowy Officio Assassinorum, calling upon them to unleash their highly trained killers. The assassins are the knife in the dark, the blade that can pierce where other weapons cannot.This section contains all of the datasheets that you will need in order to fight battles with your Officio Assassinorum miniatures. Each datasheet includes the characteristics profiles of the unit it describes, as well as any wargear and abilities it has. Some rules are common to several Officio Assassinorum units – these are described here and referenced on the datasheets.
|► Imperium 2||Index||8||1.3||April 2018|
|Chapter Approved 2018 Edition||Expansion||8||1.1||May 2019|
|Index Imperialis: Assassins||White Dwarf||8||March 2019|
|Q:||If a unit of Dark Reapers (which have the Inescapable Accuracy ability) shoots at a Culexus Assassin (which has the Etherium ability), what roll do the Dark Reapers require to successfully hit the Assassin?|
3+. This is because while the Dark Reapers treat their Ballistic Skill as 6+ because of the Etherium ability, they always score a hit on rolls of 3+ because of their Inescapable Accuracy ability, which is irrespective of their Ballistic Skill characteristic or any modifiers.
|Q:||If a psyker manifests a psychic power that affects the nearest enemy unit (e.g. Smite) and that unit happens to be either a Culexus Assassin or a Sisters of Silence unit with the Abomination/Psychic Abomination ability, what happens? Does that psychic power then affect the next nearest unit instead?|
No, the power simply has no effect.
|Q:||If a Tyranid Warlord with the Heightened Senses Warlord Trait (which means the Warlord never suffers any penalties to their hit rolls) shoots at a Culexus Assassin (which has the Etherium ability), what roll does the Warlord require to successfully hit the Assassin?|
This is because the Etherium ability does not impose a penalty to the hit roll, instead it says that the firing model treats their Ballistic Skill as 6+.
If your army is Battle-forged and includes any IMPERIUM Detachments (that is, a Detachment in which every unit has the IMPERIUM keyword), you have access to the Stratagems shown here, meaning you can spend Command Points to activate them. These help to reflect the unique tactics used by Assassins on the battlefield.
OPERATIVE REQUISITION SANCTIONED
Officio Assassinorum Stratagem
The ultimate fusion of stealth and lethality, an operative of the Officio Assassinorum is a great asset to any Imperial commander.This Stratagem costs 1CP if you are playing a matched play game, or 3CP otherwise. You can only use this Stratagem if your Warlord has the IMPERIUM keyword. Use this Stratagem during deployment. Add one OFFICIO ASSASSINORUM unit of your choice to your army. Remember that in a matched play game, you must pay reinforcement points for any new unit added to your army. You can only use this Stratagem once per battle.
PRIORITY THREAT NEUTRALISED
Officio Assassinorum Stratagem
Shorn of their commanders, the enemy's tactical advantages will often crumble.Use this Stratagem after an enemy CHARACTER model is slain by an OFFICIO ASSASSINORUM unit from your army. You gain 2 Command Points (or 3 Command Points if the CHARACTER was your opponents Warlord). You can only use this Stratagem once for each enemy Character model slain.
Striking from the perfect vantage points, Vindicare Assassins have been known to fell a second foe before the body of the first has even hit the floor.Use this Stratagem in your Shooting phase, after a VINDICARE ASSASSIN from your army shoots. That model can shoot one additional time this phase (this must be at a different target).
Ripping through even the densest flesh or armour before detonating, this special ammunition is the bane of vehicles and monstrous beasts alike.Use this Stratagem in your Shooting phase, after an attack made with an exitus pistol or exitus rifle by a VINDICARE ASSASSIN from your army scores a hit against a target that is either a VEHICLE or a MONSTER. Do not make a wound roll for that attack; instead that hit inflicts D3 mortal wounds on the target. If this Stratagem is used then the Head Shot ability does not apply to that attack.
Callidus Assassins strike with such speed and grace that their targets rarely land a single defensive blow.Use this Stratagem in your Movement phase. Choose one CALLIDUS ASSASSIN from your army. That model can Advance and charge this turn. In addition, until the start of the next battle round, subtract 1 from hit rolls for attacks that target the chosen model.
Operatives of the Callidus Temple are peerless infiltrators able to disrupt any chain of command.Use this Stratagem at the start of any battle round after the first. Choose one CALLIDUS ASSASSIN from your army. That models Reign of Confusion ability is considered to be in effect until the end of that battle round. You can only use this Stratagem once per battle.
An aura of nameless fear surrounds operatives of the Culexus Temple, freezing the hearts of their foes.Use this Stratagem at the start of the Fight phase. Choose one CULEXUS ASSASSIN from your army. Enemy units within 3" of that model cannot be chosen to fight this phase until after all other units have done so, even if they charged. If one of those units has an ability that allows them to fight first this phase, they instead fight in this phase as if they do not have that ability.
The pure negativity of a Culexus Assassins soulless presence is focused through their wargear.Use this Stratagem in your Shooting phase, before choosing a CULEXUS ASSASSIN to shoot with. Until the end of the phase, the Damage characteristic of that models ranged weapons is increased to D3.
Dangerous levels of frenzon flood the Eversor's system, triggering a frenetic killing spree.Use this Stratagem at the end of the Fight phase. Choose one EVERSOR ASSASSIN from your army to fight with, even if that model has already fought this phase. After that model has fought, roll one D6; on a 1, 2 or 3 it suffers 1 mortal wound.
Chemically augmented in the extreme, the bodies of Eversor Assassins can weather injuries that would otherwise prove fatal.Use this Stratagem at the start of any phase. Choose one EVERSOR ASSASSIN from your army. Until the end of that phase, roll one D6 each time that model loses a wound (excluding those lost as the result of a mortal wound); on a 4+ the wound is not lost.
The OFFICIO ASSASSINORUM keyword is used in following Officio Assassinorum datasheets:
The VINDICARE ASSASSIN keyword is used in following Officio Assassinorum datasheets:
The CALLIDUS ASSASSIN keyword is used in following Officio Assassinorum datasheets:
The CULEXUS ASSASSIN keyword is used in following Officio Assassinorum datasheets:
The EVERSOR ASSASSIN keyword is used in following Officio Assassinorum datasheets:
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.A model with an Assault weapon can fire it even if it Advanced earlier that turn. If it does so, you must subtract 1 from any hit rolls made when firing that weapon this turn.
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.Each time a unit shoots, a single model in the unit that is equipped with Grenades may throw one instead of firing any other weapon.
Pistols are carried one-handed and can even be used in a melee to shoot at point-blank range. Many warriors carry one as a sidearm, alongside their primary weapon.A model can fire a Pistol even if there are enemy units within 1" of its own unit, but it must target the closest enemy unit. In such circumstances, the model can shoot its Pistol even if other friendly units are within 1" of the same enemy unit.
Heavy weapons are the biggest and deadliest guns on the battlefield, but require reloading, careful set-up or bracing to fire at full effect.If a model with a Heavy weapon moved in its preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this turn.