HQ The selection of recruits for all Assassinorum Clades relies on the physical aptitude and resilience of the candidate, but the successful Culexus inductee must possess another trait; they must carry the Pariah Gene. Where baseline humans have merely a faint glimmer of a presence in the Warp and those of psychic ability burn as a much brighter beacon, Pariahs manifest as a dark void of nothingness in the Immaterium, a vacuum so powerful that it drains the essence of other beings and in a sense, consumes their very souls. Using arcane devices developed behind a veil of secrecy by the combined efforts of the Divisio Assassinorum and the Mechanicum’s Biologis Genetors, the abilities of these Pariahs can be manipulated and their potency contained or attenuated at will, making them into a formidable weapon. | ||
M | WS | BS | S | T | W | I | A | Ld | Sv | Base | |
Culexus Assassin (base: 32mm) | |||||||||||
Culexus Assassin | 7 | 4 | 4 | 4 | 4 | 2 | 5 | 3 | 10 | 4+ | 32mm |
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.Some weapons are fuelled by unstable power sources and risk overheating with each shot – often to the detriment of their wielder.
When firing a weapon that Gets Hot, roll To Hit as normal. For each unmodified To Hit roll of 1, the firing model immediately suffers a single Wound with an AP value equal to that of the weapon that was used to attack (Armour Saves, Invulnerable Saves and Feel No Pain rolls can be taken, but not Cover Saves or Shrouded rolls) – this Wound cannot be allocated to any other model in the unit. A Vehicle instead rolls a D6 for each roll of a 1 To Hit. If this roll results in a 1 or 2, the Vehicle suffers a Glancing Hit.Assault weapons either fire so rapidly or indiscriminately that they can be fired while a warrior is moving.
A model attacking with an Assault weapon makes the number of Attacks indicated on its profile regardless of whether the bearer has moved or not. A model carrying an Assault weapon can make a Shooting Attack with it in the Shooting phase and still Charge in the Assault phase.
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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:
Only when outnumbered in the press of the melee, can these weapons be wielded to the greatest effect.
If a model is in base contact with more than one enemy model in the Initiative step in which they fight, they gain a number of Attacks equal to the value of X as noted in the variant of the special rule (if no value of X is included then count the value of X as 1).Some weapons are created to distort and fracture ætheric space, their detonations causing panic attacks and confusion in the un-attuned – but to those trained to channel the power of the Warp they can trigger a spontaneous and uncontrolled manifestation of power that is often fatal to the psyker and those around them.
A unit that includes at least one model with the Psyker Unit Sub-type or Daemon Unit Type, and which suffers one or more unsaved Wounds from a weapon with this special rule also suffers Perils of the Warp. Any given unit may only suffer Perils of the Warp once per Phase due to the effects of this special rule, regardless of how many enemy units attack that unit or how many weapons with this special rule are present in attacking units.Psyk-out grenades are produced using an extremely rare substance of uncertain origin. Upon detonation, each grenade scatters a dense cloud of psi-refractive particles across the target area, stunning and disorienting those sensitive to energies of the aetheric domain.
When a unit that includes at least one model with psykout grenades makes a successful Charge targeting a unit that includes one or more models with the Psyker Unit Sub-type or Daemon Unit Type, no Reaction may be declared against the Charge.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.Some beings are so monstrous or alien that they can force their foes to recoil in horror.
All enemy models within 12" of a model with this special rule must reduce their Leadership by the value in brackets after the special rule when taking any Morale checks, Regroup or Pinning tests. For example, a unit with the special rule Fear (2) would reduce the Leadership of all enemy models within 12" by 2.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 animus speculum takes the form of an enclosed helmet integrating storage coils that can absorb and discharge focussed blasts of negative warp energy at the wearer’s will. These powerful devices have a dual purpose, primarily to dampen the vile aura of the Culexus en route to its target, but once deployed in combat, its polarity can be reversed in order to magnify the anathemic horror of its wearer to lethal levels.
Range | Str | AP | ||
Animus speculum | Template | 4 | 4 | Assault 1, Rending (6+), Psy-shock |
Etherium is an intricate composite nodal matrix built into the Culexus’ synskin bodyglove which shifts the wearer’s body out of phase with realspace, making them appear ethereal and all but invisible to unenhanced eyes.
Any Shooting Attacks that target a unit composed entirely of models with this special rule are made as Snap Shots. Any weapon that cannot fire Snap Shots cannot be used to make Shooting Attacks targeting a model with this special rule.So strong of mind is this warrior that the powers of the Warp have little grasp upon them.
Models with the Adamantium Will special rule gain an Invulnerable Save against any Wound inflicted by a weapon with the Force or Psychic Focus special rules and Wounds inflicted by Perils of the Warp – the value of this Save is indicated in brackets after the rule. For example, a model with Adamantium Will (5+) gains a 5+ Invulnerable Save against any Wound inflicted by a weapon with the Force or Psychic Focus special rules and Wounds inflicted by Perils of the Warp. If, for any reason, the Adamantium Will special rule is presented without a value in brackets then consider the rule to be Adamantium Will (5+).Many are the weapons and creatures whose merest caress is fatal.
If a model has this special rule, or is attacking with a Melee weapon that has this special rule, they always Wound on a 2+ in close combat.The mere proximity of a Culexus can render those with unguarded minds unconscious, never to wake again, but the touch of an augmented Assassin can entirely nullify the life force of a being, erasing their existence from every plane in an instant.
Range | Str | AP | ||
Life Drain | - | User | 2 | Melee, Fleshbane, Reaping Blow (1) |