Officio Assassinorum – Eversor Assassin
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5

Eversor Assassin

NoNAME  M WS BS S T W A Ld Sv
100
Eversor Assassin
1
100
Eversor Assassin
7" 2+ 2+ 4 4 6 6 9 6+
An Eversor Assassin is a single model equipped with: executioner pistol; neuro-gauntlet; power sword; melta bombs.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Executioner pistol
Executioner pistol
12"
Pistol 4
4
-1
1
You can re-roll wound rolls for attacks made with this weapon that target INFANTRY units.
You can re-roll wound rolls for attacks made with this weapon that target INFANTRY units.
Neuro-gauntlet
Neuro-gauntlet
Melee
Melee
+1
-1
1
You can re-roll wound rolls for attacks made with this weapon.
You can re-roll wound rolls for attacks made with this weapon.
Power sword
Power sword
Melee
Melee
+1
-3
1
-
Melta bombs
Melta bombs
4"
Grenade 1
8
-4
D6
You can re-roll wound rolls for attacks made with this weapon that target VEHICLE units.
You can re-roll wound rolls for attacks made with this weapon that target VEHICLE units.
ABILITIES
ABILITIES
Agent of the Imperium, Execution Force, Independent Operative, Lightning Reflexes
Bio-meltdown: If this model is destroyed, before removing the model from the battlefield, roll one D6 for each enemy unit that is within 6" of this model. On a 4+ that enemy unit suffers D3 mortal wounds.
Sentinel Array: Each time an enemy unit Falls Back whilst within 1" of this model, before moving any models, this model can shoot as if it were its Shooting phase. These attacks must target the unit that is Falling Back.
Frenzon: When making a charge roll for this model, roll 3D6 rather than 2D6. In addition, add 2 to this model’s Attacks characteristic if it charged or made a Heroic Intervention this turn.
Killing Rampage: Each time a model in an enemy unit is destroyed as the result of an attack made with a melee weapon by this model, you can immediately make one additional attack with a melee weapon this model is equipped with against the same unit. These additional attacks cannot themselves generate further attacks. In addition, this model can consolidate up to 6" instead of up to 3".
FACTION KEYWORDS: IMPERIUM, OFFICIO ASSASSINORUM
KEYWORDS: INFANTRY, CHARACTER, AGENT OF THE IMPERIUM, EVERSOR ASSASSIN

Datasheet-related Stratagems

2CP

SHADOW ASSIGNMENT

Officio Assassinorum Stratagem

The enemy have decoded deployment orders for an Assassinorum operative. Yet this ‘intelligence’ is but another ruse, disguising the true identity of the killer that approaches…

Use this Stratagem before the battle begins. If your army includes exactly 1 OFFICIO ASSASSINORUM unit, remove that unit from your army and then add 1 OFFICIO ASSASSINORUM unit of your choice to your army. The unit that is removed does not count as being destroyed for any rules purposes. Unlike other units that are added to your army, this new unit does not cost any reinforcement points, even in a matched play game.
0CP

PRIORITY THREAT NEUTRALISED

Officio Assassinorum Stratagem

Eliminating the enemy’s command elements allows a competent commander to seize the strategic initiative.

Use this Stratagem in any phase, when a CHARACTER model in an enemy unit is destroyed by an OFFICIO ASSASSINORUM model from your army. You gain 1 Command Point (or 2 Command Points if the CHARACTER was a WARLORD). You can only use this Stratagem once for each enemy CHARACTER model destroyed.
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. Select one EVERSOR ASSASSIN model 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.
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. Select one EVERSOR ASSASSIN model from your army that fought this phase; that model can fight an additional time this phase. After that model has fought again this phase, roll one D6; on a 1, 2 or 3 it suffers 1 mortal wound.

This datasheet has Elites Battlefield Role. Full list of Officio Assassinorum units sharing same Battlefield Role follows:

Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

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 the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
PISTOL
Due to their compact size, pistols can even be used in melee to shoot at point-blank range.
A model can make attacks with a Pistol even when its unit is within Engagement Range of enemy units, but it must target an enemy unit that is within Engagement Range of its own unit when it does so. In such circumstances, the model can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

When 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 its other ranged weapons. Choose which it will fire (Pistols or non-Pistols) before selecting targets.

  • Can be shot even if firing model’s unit is within Engagement Range of enemy unit.
  • Cannot be shot alongside any other type of weapon.

Neuro-gauntlet used in following datasheets:

Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.

The AGENT OF THE IMPERIUM keyword is used in following Officio Assassinorum datasheets:

The FALLEN keyword is used in following Chaos Space Marines datasheets:

Elites
Agent of the Imperium
If your army is Battle-forged, you can include 1 AGENT OF THE IMPERIUM unit in each IMPERIUM (excluding FALLEN) Patrol, Battalion and Brigade Detachment in your army without those units taking up slots in those Detachments. The inclusion of an AGENT OF THE IMPERIUM unit does not prevent other units from their Detachment from benefiting from Detachment abilities (e.g. Chapter Tactics, Defenders of Humanity etc.), and it does not prevent other units from your army benefiting from abilities that require every model in your army to have that ability (e.g. Combat Doctrines). An AGENT OF THE IMPERIUM unit included in a Patrol, Battalion or Brigade Detachment in this manner is ignored for any rules that state all units from that Detachment must have at least one Faction keyword in common (e.g. in a matched play game) and when determining your Army Faction.
Execution Force
If your Warlord has the IMPERIUM keyword (excluding FALLEN), you can include this unit in your army as part of a Vanguard Detachment even if that Detachment contains no HQ units. If you do so, that Detachment’s Command Benefits are changed to ‘None’ and its Restrictions are changed to ‘This Detachment cannot include the same datasheet more than once.’
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" away from any enemy models.
Lightning Reflexes
This model has a 4+ invulnerable save.
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 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from 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.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
Fall Back
When a unit Falls Back, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, and when doing so you can move it within Engagement Range of enemy models, but it cannot end its move within Engagement Range of any enemy models – if it cannot do this then it cannot Fall Back. A unit cannot declare a charge in the same turn that it Fell Back. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is TITANIC.

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are TITANIC.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Consolidate
When a unit consolidates, you can move each model in the unit up to 3" – this is a Consolidation move. Each model must finish its Consolidation move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having consolidated. Remember that a unit must finish any type of move in unit coherency.

  • Consolidate: Move up to 3".
  • Must end closer to the closest enemy model.

The IMPERIUM keyword is used in following Officio Assassinorum datasheets:

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

The INFANTRY keyword is used in following Officio Assassinorum datasheets:

The CHARACTER keyword is used in following Officio Assassinorum datasheets:

The AGENT OF THE IMPERIUM keyword is used in following Officio Assassinorum datasheets:

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

Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while performing actions.
Command Points
The starting number of CPs each player starts with for Battle-forging their army depends on the size of the battle you are playing. This is usually defined in the mission pack that is being played, but if one is not presented in the mission pack, use the following table. Note that the total Power Level is based on the combined power of all the models used in the battle (so the combined Power Level of both your and your opponent's armies). If you are using a game that uses points values, then the points limit is the maximum points limit per side.

COMMAND POINTS
BATTLE SIZETOTAL POWER LEVELPOINTS LIMITCOMMAND POINTS
Combat PatrolUp to 50Up to 5003
Incursion51-100501-10006
Strike Force101-2001001-200012
Onslaught201-3002001-300018

  • Starting number of Command points varies with battle size.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

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

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

© Vyacheslav Maltsev 2013-2021