Forces of the Emperor – Clade Callidus Assassin
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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.

  • Clade Callidus Assassin 125 pts
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
Unit Composition
  • 1 Callidus Assassin
Wargear
  • Polymorphine
  • Neural shredder
  • Phase sword
  • Panoply of the Assassin
Unit Type
Special Rules
  • Reign of Confusion
  • Infiltrate
  • Scout
  • Support Squad
  • Loyalist

Reign of Confusion

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.

Polymorphine

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.

Neural shredder

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

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 sword

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

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
Melee Type
Weapons with the Melee type can only be used in close combat.
Rending (X)

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.

Similarly, if a model makes a Shooting Attack with a weapon that has the Rending special rule, a To Wound roll of equal to or greater than the listed value wounds automatically, regardless of Toughness, and is resolved at AP 2.

In either case, against Vehicles each Armour Penetration roll of equal to or greater than the listed value allows a further D3 to be rolled, with the result added to the total Strength of the attack. These Hits are not resolved at AP 2, but are instead resolved using the weapon’s AP value.

For example, a model with the Rending (5+) special rule that rolls To Wound against a non-Vehicle model will wound automatically on the roll of a 5+, and the attacking player has the choice of using an AP value of 2 instead of the AP value of their weapon.
Loyalist

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.
Army List
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Deflagrate

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).
Pistol Weapons

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.

RangeSAPType
Volkite serpenta10"55Pistol 2, Deflagrate
Scout

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.

If both sides have Scouts, roll off; the winner decides who redeploys first. Then alternate redeploying Scout units one at a time. If a unit with this special rule is deployed inside a Dedicated Transport, it confers the Scout special rule to the Transport (though a Disembarkation cannot be performed as part of the redeployment). Note that a Transport with this special rule does not lose it if a unit without this special rule is Embarked upon it. Having Scout also confers the Outflank special rule to units of Scouts that are kept as Reserves.
Infiltrate

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.

Units that Infiltrate in this way can be set up anywhere on the battlefield that is more than 9" from any enemy unit, as long as no deployed enemy unit can draw line of sight to them. This includes in a Building, as long as the Building is more than 9" from any enemy unit. Alternatively, they can be set up anywhere on the battlefield more than 12" from any enemy unit, even in plain sight.

If a unit with Infiltrate deploys inside a Dedicated Transport, the same rules apply when deploying their Transport.

A unit that deploys using these rules cannot Charge in their first turn.

Having Infiltrate also confers the Outflank special rule to units of Infiltrators that are kept as Reserves.
Support Squad

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.
Damage Mitigation Rolls (Shooting)
Some models may also have a special rule that grants a Damage Mitigation roll, such as Feel No Pain or Shrouded. These rolls may be made even if a model has already failed a save of any kind, or was unable to make a save due to the AP value of an attack or the effect of another special rule. If a save is failed, a model with a Damage Mitigation roll may attempt to use that roll to negate an unsaved Wound. However, no model may attempt more than a single Damage Mitigation roll against any given unsaved Wound inflicted on it. In cases where a model has more than one Damage Mitigation roll available, the controlling player selects one to use whenever called upon to make a Damage Mitigation roll.
Panoply of the Assassin

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.

Polymorphine

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.
Roll To Wound (Shooting)
To determine whether a Hit causes damage, compare the weapon’s Strength Characteristic with the target’s Toughness Characteristic using the To Wound chart below. The number indicated on the chart is the minimum result on a D6 needed to convert the Hit into a Wound. A value of ‘-’ indicates that the target cannot be wounded by the attack.

Note that the minimum roll needed To Wound is always at least 2. When rolling To Wound, there is no such thing as an automatic Wound and a roll of 1 always fails.

Each weapon has its own Strength Characteristic, which is given in its profile or in the description of the weapon. The following are examples of weapons and their Strength Characteristics:

WeaponStrength
Bolter4
Lightning gun7
Laser destroyer9

Neural shredder

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

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.
Roll To Wound (Close combat)
Once all To Hit rolls have been made in a given Initiative Step, the controlling player must roll a D6 for each successful hit to see if the attack causes a Wound.

Consult the chart below, cross-referencing the attacker’s Strength Characteristic with the defender’s Toughness Characteristic. The chart indicates the minimum result on a D6 roll required to inflict a Wound, and is the same chart as is used during the Shooting phase. A ‘-’ indicates that the target cannot be wounded by the attack. In most cases, when rolling To Wound in close combat, you use the Strength on the attacker’s profile regardless of what weapon they are using. However, there are some Melee weapons that give the attacker a Strength bonus, and this is explained previously in the Weapons section.

MULTIPLE TOUGHNESS VALUES
Rarely, a unit will contain models that have different Toughness Characteristics. When this occurs, roll To Wound using the Toughness value of the majority of the engaged unit. If two or more Toughness values are tied for majority, use the highest of those tied values.

Phase sword

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

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
Reign of Confusion

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.
Re-roll
In some situations, the rules allow you to re-roll a dice. This is exactly what it sounds like – pick up the dice you wish to re-roll and roll it again. The second roll counts even if it means a worse result than the first, and no single dice can be re-rolled more than once, regardless of the source of the re-roll.

If you re-roll a 2D6 or 3D6 roll, you must re-roll all of the dice, not just some of them, unless the rules specify otherwise. Any modifiers that applied to the first roll also apply to the re-roll.

If two or more special rules combine to the effect that all failed and all successful dice results would have to be re-rolled, do not re-roll any dice; simply use the original result(s) instead.
© Vyacheslav Maltsev 2013-2024