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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 EditionExpansion81.0December 2018

FAQ

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:

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 model.

Lightning Reflexes

This model has a 4+ invulnerable save.

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 if there are any enemy PSYKERS within 18" of the bearer.
Blind grenade
12"
Grenade D6
*
*
*
This weapon does not inflict any damage on the target. Instead, if a unit is hit by any blind grenades, your opponent must subtract 1 from all hit rolls made for that unit until the end of the turn.
Executioner pistol
12"
Pistol 4
4
-1
1
You can re-roll failed wound rolls for this weapon if the target is an INFANTRY model.
Exitus pistol
12"
Pistol 1
4
-3
D3
Invulnerable saves cannot be taken against a wound inflicted by this weapon. This weapon wounds INFANTRY units on a 2+.
Exitus rifle
72"
Heavy 1
5
-3
D3
Invulnerable saves cannot be taken against a wound inflicted by this weapon. This weapon wounds INFANTRY units on a 2+.
Melta bomb
4"
Grenade 1
8
-4
D6
You can re-roll failed wound rolls for this weapon if the target is a VEHICLE.
Neural shredder
9"
Assault 1
*
*
*
Roll 3D6 if a unit is hit by this weapon; if the roll is equal to or greater than the target unit’s highest Leadership characteristic, then it suffers D3 mortal wounds.
Psyk-out grenade
6"
Grenade D3
2
0
1
Each time you roll a hit roll of 6+ for this weapon when targeting a PSYKER or DAEMON, the target suffers a mortal wound instead of the normal damage.

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Neuro-gauntlet
Melee
Melee
+1
-1
1
You can re-roll failed wound rolls for this weapon.
Phase sword
Melee
Melee
User
-3
1
Invulnerable saves cannot be taken against a wound inflicted by this weapon.
Poison blades
Melee
Melee
*
-1
1
Each time the bearer flghts, it can make 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.
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.
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.
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.
Psychic Test
A psyker can attempt to manifest a psychic power they know by taking a Psychic test. To do so, roll 2D6. If the total is equal to or greater than that power’s warp charge value, the power is successfully manifested. A psyker cannot attempt to manifest the same psychic power more than once in a turn.
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.
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.
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.
RAPID FIRE

Rapid Fire weapons are versatile weapons capable of aimed single shots at long range or controlled bursts of fire at close quarters.

A model firing a Rapid Fire weapon doubles the number of attacks it makes if its target is within half the weapon’s maximum range.
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 2013-2018