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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.

Books

BookKindEditionVersionLast update
► Imperium 2Index81.3April 2018
  Chapter Approved 2018 EditionExpansion81.1May 2019
  Index Imperialis: AssassinsWhite Dwarf8March 2019

Index: Imperium 2

 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?
 A
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?
 A
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?
 A
6+.

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+.

Abilities

The following abilities are common to many Officio Assassinorum units:

Execution Force

So long as your Warlord has the IMPERIUM keyword, you can include this unit in your army as part of a Vanguard Detachment even if that Detachment contains no HQ units. However, if you do so, that Detachment’s Command Benefits are changed to ‘None unless that Detachment contains exactly 1 Vindicare Assassin, 1 Callidus Assassin, 1 Eversor Assassin and 1 Culexus Assassin.

Independent Operative

This model can never have a Warlord Trait. During deployment, you can set this model up in concealment instead of placing it on the battlefield. At the end of any of your Movement phases, this model can reveal its position - set it up anywhere on the battlefield that is more than 9" from any enemy models.

Lightning Reflexes

This model has a 4+ invulnerable save.

Stratagems

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.

1CP/3CP

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.
1CP

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.
1CP

DOUBLE KILL

Vindicare Stratagem

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).
1CP

TURBO-PENETRATOR ROUND

Vindicare Stratagem

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.
1CP

ACROBATIC

Callidus Stratagem

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.
2CP

SUPREME DECEPTION

Callidus Stratagem

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.
2CP

SOUL HORROR

Culexus Stratagem

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.
1CP

PARIAH’S GAZE

Culexus Stratagem

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.
2CP

STIMM OVERLOAD

Eversor Stratagem

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.
1CP

HYPERMETABOLISM

Eversor Stratagem

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.

Reference


Wargear


Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Animus speculum
18"
Assault D3
5
-4
1
Change this weapon’s Type to Assault D6 whilst there are any enemy PSYKERS within 18" of the bearer.
Blind grenade
12"
Grenade D6
*
*
*
This weapon does not inflict any damage (do not make any wound rolls). Instead, if a unit is hit by any blind grenades, subtract 1 from all hit rolls for attacks made by that unit until the end of the turn.
Executioner pistol
12"
Pistol 4
4
-1
1
You can re-roll wound rolls for attacks made with this weapon that target INFANTRY units.
Exitus pistol
12"
Pistol 1
4
-3
D3
Invulnerable saves cannot be taken against attacks made with this weapon. This weapon wounds INFANTRY units on a 2+.
Exitus rifle
72"
Heavy 1
5
-3
D3
Invulnerable saves cannot be taken against attacks made with this weapon. This weapon wounds INFANTRY units on a 2+.
Melta bomb
4"
Grenade 1
8
-4
D6
You can re-roll wound rolls for attacks made with this weapon that target VEHICLE units.
Neural shredder
9"
Assault 1
*
*
*
Roll 3D6 each time this weapon scores a hit; if the roll is equal to or greater than the target unit’s highest Leadership characteristic, it suffers D3 mortal wounds.
Psyk-out grenade
6"
Grenade D3
2
0
1
Each hit roll of 6+ for an attack made with this weapon inflicts 1 mortal wound on the target instead of the normal damage if the target of the attack is a PSYKER or DAEMON.

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Neuro-gauntlet
Melee
Melee
+1
-1
1
You can re-roll wound rolls for attacks made with this weapon.
Phase sword
Melee
Melee
User
-3
2
Invulnerable saves cannot be taken against attacks made with this weapon.
Poison blades
Melee
Melee
*
-1
1
Each time the bearer fights, it makes 1 additional attack with this weapon. This weapon wounds on a 3+, unless it is targeting a VEHICLE, in which case it wounds on a 6+.
Power sword
Melee
Melee
User
-3
1
-
Psyker
Some models are noted as being a Psyker on their datasheet. Psykers can manifest their otherworldly abilities and attempt to deny enemy sorceries. The powers a psyker knows, and the number of powers they can attempt to manifest or deny each Psychic phase, are detailed on their datasheet.
Smite
Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds. If the result of the Psychic test was more than 10, the target suffers D6 mortal wounds instead.
Hit Roll
Each time a model makes an attack, roll a dice. If the roll is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
Invulnerable Saves
Some models possess supernatural reflexes or are protected by force fields that grant them an invulnerable save. Each time a wound is allocated to a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

The OFFICIO ASSASSINORUM keyword is used in following Officio Assassinorum datasheets:

Elites
Characters
Some models are noted as being a Character on their datasheet. These heroes, officers, prophets and warlords are powerful individuals that can have a great impact on the course of a battle. The swirling maelstrom of the battlefield can make it difficult to pick out such individuals as targets, however.

An enemy CHARACTER with a Wounds characteristic of less than 10 can only be chosen as a target in the Shooting phase if it is both visible to the firing model and it is the closest enemy unit to the firing model. Ignore other enemy CHARACTERS with a Wounds characteristics of less than 10 when determining if the target is the closest enemy unit to the firing model.

This means that if any other enemy units (other than other CHARACTERS with a Wounds characteristics of less than 10) are closer, whether they are visible or not, then the enemy CHARACTER cannot be targeted.

The VINDICARE ASSASSIN keyword is used in following Officio Assassinorum datasheets:

Elites
Wound Roll
WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength
TWICE (or more)
than the Toughness?
2+
Is the Strength
GREATER
than the Toughness?
3+
Is the Strength
EQUAL
to the Toughness?
4+
Is the Strength
LOWER
than the Toughness?
5+
Is the Strength
HALF (or less)
than the Toughness?
6+
If an attack scores a hit, you will then need to roll another dice to see if the attack successfully wounds the target. The roll required is determined by comparing the attacking weapon’s Strength characteristic with the target’s Toughness characteristic, as shown on the table to the right:

If the roll is less than the required number, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target unit. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other wound and inflict damage to a model in the target unit as described above. Unlike normal attacks, excess damage from attacks that inflict mortal wounds is not lost. Instead keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

The CALLIDUS ASSASSIN keyword is used in following Officio Assassinorum datasheets:

Elites
Advancing
When you pick a unit to move in the Movement phase, you can declare that it will Advance. Roll a dice and add the result to the Move characteristics of all models in the unit for that Movement phase. A unit that Advances can’t shoot or charge later that turn.

The CULEXUS ASSASSIN keyword is used in following Officio Assassinorum datasheets:

Elites

The EVERSOR ASSASSIN keyword is used in following Officio Assassinorum datasheets:

Elites
ASSAULT

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.
GRENADE

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.
PISTOL

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.

Each time a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with all of its other weapons. Choose which it will fire (Pistols or non-Pistols) before making hit rolls.
HEAVY

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.
Melee Weapon
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is equipped with are described on its datasheet. In addition to their other weapons, all models are assumed to be equipped with a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.
© Vyacheslav Maltsev 2013-2019