HQ The Callidus Assassin is an architect of anarchy, who uses a compound substance known as polymorphine in conjunction with sub-dermal implants to change its appearance, shape and size to confuse and misdirect its enemies. Taking the forms of bodyguards, commanders and close confidants to its foe, a Callidus Assassin gives contradictory orders to cause disarray among enemy lines. Only when confusion has reached its height among an enemy force does a Callidus Assassin strike directly against its target, revealing its true nature and arsenal of deadly archaeotech weapons for the briefest of moments before making its kill. | ||
M | WS | BS | S | T | W | I | A | Ld | Sv | Base | |
Callidus Assassin (base: 32mm) | |||||||||||
Callidus Assassin | 7 | 5 | 4 | 4 | 4 | 2 | 6 | 4 | 10 | 4+ | 32mm |
Reign of ConfusionA Callidus Assassin can spend weeks or even months masquerading as a member of an enemy force, subtly spreading lies and misinformation to undermine their battle-readiness and hamper any strategic planning. When rolling to Seize the Initiative against a force that includes a model with this special rule, a successful result must be re-rolled.PolymorphineThe mutable appearance of a Callidus Assassin can make it incredibly difficult for an enemy to rapidly determine whether they are friend or foe. A unit composed entirely of models with polymorphine may not be targeted for a Shooting Attack, Charge or Reaction of any kind by an enemy unit as long as the unit with polymorphine has not made an attack of any kind during the battle. Once a unit or model with polymorphine has made a Shooting Attack (including during a Reaction) then polymorphine has no further effect.Neural shredderAn exotic and extremely rare piece of equipment bequeathed to the Clade Callidus by the wardens of the Adeptus Astra Telepathica, a neural shredder fires a psionic pulse which is capable of crippling the synapses of its victims’ brains, leaving them little more than mindless husks.
Synaptic Disruptor: On a To Wound roll of a 6+, the target model automatically suffers a Wound with no Armour Saves, Invulnerable Saves or Damage Mitigation rolls allowed. This rule has no effect on models that do not have a Toughness Characteristic. Phase swordThought to have its origins in an ancient xenos technology, a phase sword’s provenance and exact method of function are a closely guarded secret. The blade of the weapon appears to phase in and out of reality through an ill-understood form of molecular realignment, bypassing all matter and energy, be it kinetic, potential or metaphysical.
Phase Shift: On a To Wound roll of a 6+, the target model automatically suffers a Wound with no Armour Saves, Invulnerable Saves or Damage Mitigation rolls allowed. This rule has no effect on models that do not have a Toughness Characteristic | ||||||||||||||||||||
Some weapons can inflict critical strikes against which no armour can protect.
If a model has the Rending special rule, or is attacking with a Melee weapon that has the Rending special rule, there is a chance that their close combat attacks will strike a critical blow. For each To Wound roll equal to or higher than the value listed, the target automatically suffers a Wound, regardless of its Toughness. The controlling player may choose to resolve these Wounds at AP 2 instead of the weapon’s normal AP value.Whether pledged to the Emperor himself as the rightful leader of Mankind or to the dream of the Imperium that he intended to create, some warriors swore to fight and die for the Loyalist cause and no other.
A model with this special rule may only be included in an army that has the Loyalist Allegiance.This datasheet has HQ Battlefield Role. Full list of Forces of the Emperor units sharing same Battlefield Role follows:
The ancient volkite weaponry employed by the armies of Terra in the earliest years of the Great Crusade fired arcing blasts of energy rather than solid projectiles.
After normal attacks by this weapon have been resolved, count the number of unsaved Wounds caused on the target unit. Immediately resolve a number of additional automatic Hits on the same unit using the weapon’s profile equal to the number of unsaved Wounds – these can then be saved normally. Models in the targeted unit must still be in range in order for these additional Hits to take effect. These additional Hits do not themselves inflict more Hits and do not benefit from any other special rules possessed by the attacking model, such as Preferred Enemy (X) or Precision Strikes (X).Pistols are light enough to be carried and fired one-handed.
A model attacking with a Pistol weapon makes the number of Attacks indicated on its profile regardless of whether the bearer has moved or not. A model carrying a Pistol weapon can make a Shooting Attack with it in the Shooting phase and still Charge in the Assault phase. A Pistol weapon also counts as a close combat weapon in the Assault phase. In addition, all models with two Pistol type weapons can attack with both in the same Shooting phase. This follows the normal rules for shooting.
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Scouts are always in the vanguard of the army. Unnoticed by the enemy, they range ahead of the main force.
After both sides have deployed (including Infiltrators), but before the first player begins their first turn, a unit containing at least one model with this special rule can choose to redeploy. If the unit is Infantry, Artillery, Dreadnought or Automata, each model can redeploy anywhere entirely within 6" of its current position. If it is any other Unit Type, each model can instead redeploy anywhere entirely within 12" of its current position. During this redeployment, Scouts can move outside the owning player’s Deployment Zone, but must remain more than 9" away from any enemy unit. A unit that makes a Scout redeployment cannot Charge in the first Game Turn. A unit cannot Embark or Disembark as part of a Scout redeployment.Many armies employ reconnaissance troops who sit concealed for days, just waiting for the right moment in which to strike.
You may choose to deploy units that contain at least one model with this special rule last, after all other units (friend and foe) have been deployed. If both players have such units and choose to do so, the players roll off and the winner decides who goes first,then alternate deploying these units.Though numerous, some formations are intended for specialised tasks on the battlefield and are rarely used for the more routine roles of military life.
A unit with this special rule may not be chosen as a compulsory choice for the army as part of the Force Organisation chart.Each individual Assassin is issued with a standardised set of equipment, including a combat blade and an array of grenades, and is supplemented with the varied specialised equipment of each Assassinorum Clade. The basis of this standardised equipment is the synthetic body glove suit that Assassins of all Clades wear during combat operations. In addition to environmental protection, temperature regulation and chroma-syncronisation with the surroundings to aid concealment, the suit incorporates a neuro-linked system of responsive fibre bundles. Capable of stretching and contracting to enhance the wearer’s musculature and dynamically rearranging its molecular structure to temporarily form a hyper-hardened carapace, these suits dissipate and reabsorb the energy of kinetic shocks, allowing the wearer to free-fall from great heights and deflect shell impacts and shrapnel without harm. Combined with the rigorous battle training and combat conditioning that each Assassin undergoes, the result is an operative that can far exceed the capabilities of a mortal human on the battlefield.
Models with the Panoply of the Assassin have a 4+ Armour Save and a 4+ Invulnerable Save.The mutable appearance of a Callidus Assassin can make it incredibly difficult for an enemy to rapidly determine whether they are friend or foe.
A unit composed entirely of models with polymorphine may not be targeted for a Shooting Attack, Charge or Reaction of any kind by an enemy unit as long as the unit with polymorphine has not made an attack of any kind during the battle. Once a unit or model with polymorphine has made a Shooting Attack (including during a Reaction) then polymorphine has no further effect.
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An exotic and extremely rare piece of equipment bequeathed to the Clade Callidus by the wardens of the Adeptus Astra Telepathica, a neural shredder fires a psionic pulse which is capable of crippling the synapses of its victims’ brains, leaving them little more than mindless husks.
Range | Str | AP | ||
Neural shredder | Template | 1 | - | Pistol (1), Rending (5+), Synaptic Disruptor |
Thought to have its origins in an ancient xenos technology, a phase sword’s provenance and exact method of function are a closely guarded secret. The blade of the weapon appears to phase in and out of reality through an ill-understood form of molecular realignment, bypassing all matter and energy, be it kinetic, potential or metaphysical.
Range | Str | AP | ||
Phase sword | - | 3 | 1 | Melee, Rending (5+), Phase Shift |
A Callidus Assassin can spend weeks or even months masquerading as a member of an enemy force, subtly spreading lies and misinformation to undermine their battle-readiness and hamper any strategic planning.
When rolling to Seize the Initiative against a force that includes a model with this special rule, a successful result must be re-rolled.