Forces of the Emperor – Clade Eversor Assassin
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Eversor Assassins are a weapon released in extremis, beyond the point at which collateral damage or the return of the Assassin itself are considerations. When an Eversor is deemed ready to undertake a mission, it is not made to wait in meditative silence in their Clade’s strongholds as is the case with other Assassins, but rather the Eversor is frozen in stasis at the height of an artificially induced fury, and is inserted remotely into a killzone by means of orbital drop. When the Assassin emerges from stasis lock, their undiminished wrath is released to murderous effect. Conditioned almost from birth to respond to pain with further aggression and fuelled by rage-inducing stim injectors, the Eversor is goaded to further heights of lethality when injured. Indeed, when such a consummate killer is unleashed the death of their target is all but assured, and in their wake only ruin is to be found.

  • Clade Eversor Assassin 125 pts
M WS BS S T W I A Ld Sv Base
Eversor Assassin (base: 32mm)
Eversor Assassin 7 5 4 4 4 3 6 3 10 4+ 32mm
Unit Composition
  • 1 Eversor Assassin
Wargear
  • Neuro-gauntlet
  • Power sword
  • Executioner pistol
  • Melta bombs
  • Panoply of the Assassin
Unit Type
Special Rules
  • Counter-attack (1)
  • Frenzon Rage (3)
  • Biological Overload
  • Infiltrate
  • Scout
  • Support Squad
  • Loyalist

Frenzon Rage

A potent mixture of refined combat stimulants laced with dangerously volatile chemicals, frenzon could fairly be considered to be a lethal poison. The cocktail is continuously pumped through an Eversor Assassin’s veins, instilling a state of nearconstant murderous frenzy.

At the start of the Assault phase, a model with this special rule may choose to temporarily increase its Attacks Characteristic by the amount listed in brackets until the end of the turn. When rolling To Hit for a model that has had its Attacks Characteristic increased in this manner, for each unmodified result of 1 the attacking model immediately suffers a Wound unless an Armour Save can be made. Wounds inflicted in this manner do not count for the purposes of combat resolution.

Biological Overload

Surgically implanted sensors carefully monitor the overdriven biological impulses of an Eversor Assassin. Should the operative’s vital signs reach a critical state, their body will be flooded with a cocktail of highly reactive biochemicals that rapidly consume the living tissue in a brief but violent chemical explosion.

Whenever an Eversor Assassin is reduced to zero Wounds, but immediately before the model is removed from the battlefield, every model, both friendly and enemy, within D6" suffers a S4 AP3 hit with the Fleshbane special rule. These hits count as a Shooting Attack originating from a weapon with the ‘Flame’ type.

Neuro-gauntlet

Eversor Assassins are equipped with a neuro-gauntlet, an exo-skeletal claw forged from fine but incredibly robust, molecularly sharp, blades that exude a potent mixture of deadly toxins. Despite the appearance of these weapons, Clade Eversor Assassins rarely rely on the finesse offered by them and opt instead for brutal evisceration of their enemies.

Range
Str
AP
Neuro-gauntlet
-
User
3
Melee, Fleshbane, Shred, Rending (6+)

Executioner pistol

A combination needle and bolt weapon developed by the Clade Eversor to allow their nigh-psychotic Assassins to cripple their quarry with a hail of explosive bolts and toxin-enriched needle shards, leaving them vulnerable to the onslaught of the Assassin’s blades.

When making a Shooting Attack with an Executioner pistol, the controlling player must choose to use both the bolt pistol and needle pistol components in a combined attack, or select a single profile to be used.
Range
Str
AP
Executioner pistol
 - Bolt pistol
12"
4
5
Pistol 1
 - Needle pistol
12"
2
-
Pistol 2, Poisoned (3+), Pinning
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.
Instant Death

Some blows can slay an enemy outright, no matter how hardy they may be.

If a model suffers an unsaved Wound from an attack with this special rule, it is reduced to 0 Wounds and is removed as a casualty.
Armour Saves
If a model has an Armour Save Characteristic of 6+ or better on its profile, then a further dice roll may be made to see if the armour prevents the Wound. This is called an Armour Saving throw, or Armour Save.

To take an Armour Save, roll a D6 and compare the result to the Armour Save Characteristic of the model that has been allocated the Wound. If the dice result is equal to or higher than the model’s Armour Save Characteristic, the Wound is negated. If the result is lower than the Armour Save Characteristic, the model suffers a Wound. This means that, unlike most Characteristics, an Armour Save is better if it is a lower number.
Detonation

A carefully placed explosive charge can easily doom even the most heavily armoured vehicle, but are difficult to attach accurately in the heat of combat.

A weapon with this special rule may only be used to attack models of the Vehicle, Dreadnought or Automata Unit Types, any model with a Movement Characteristic of 0 or ‘-’, or Buildings or Fortifications. Furthermore, a model that is chosen to attack with a weapon with this special rule during the Assault phase may only make a single attack in the Fight sub-phase, regardless of its Attacks Characteristic and any bonus attacks from Charging or other special rules.
Unwieldy

This weapon is very large, and more than a little clumsy, making swift blows all but impossible to achieve.

A model attacking with this weapon Piles-in and fights at Initiative step 1, unless it has the Dreadnought Unit Type or Monstrous sub-type.
Armourbane (X)

This weapon has been crafted with one aim in mind – to pierce the hides of armoured vehicles.

If a model or weapon has this special rule, it rolls an additional D6 for armour penetration when targeting a Vehicle model, or, when targeting a model with the Automata or Dreadnought Unit Type, re-rolls all failed rolls To Wound instead. These effects apply to both Shooting Attacks and close combat attacks.

Some instances of the Armourbane special rule may include a qualifier after the rule in brackets, for example Armourbane (Melta) or Armourbane (Melee). These variant rules are described below:

Armourbane (Melta): A model or weapon with this Armourbane special rule only gains the benefits of the Armourbane special rule when at half range or less. If the attack is more than half its Maximum Range away, it gains no benefit from the Armourbane special rule. If a weapon with this version of Armourbane also has the Blast special rule, measure the distance to the centre of the Blast marker after it has scattered. If this is half the weapon’s range or less, then all Hits are counted as having the Armourbane special rule, otherwise the Hits are resolved as if they did not have the Armourbane special rule.

Armourbane (Melee): A weapon or model with this version of the Armourbane special rule only gains the benefits of the Armourbane special rule when attacking in close combat.

Armourbane (Ranged): A weapon or model with this version of the Armourbane special rule only gains the benefits of the Armourbane special rule when making Shooting Attacks.
Counter-attack (X)

Troops with this skill believe attack to be the best form of defence. If assaulted, they spring forward themselves and ferociously counter-attack the charging enemy.

If a unit contains at least one model with this special rule, and that unit is Charged, every model with the Counter-attack special rule gains a number of additional Attacks equal to the value in brackets listed as part of this special rule. If no value is listed then the unit gains +1 Attack.

If, when Charged, the unit was already locked in combat or has made the Hold the Line Reaction, the Counter-attack special rule has no effect.
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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Shred

Some weapons and warriors strike in a flurry of blows, tearing flesh asunder in a series of brutal strikes.

If a model has the Shred special rule, or is attacking with a Melee weapon that has the Shred rule, it re-rolls failed To Wound rolls in close combat.

Similarly, if a model makes a Shooting Attack with a weapon that has the Shred rule, it re-rolls its failed To Wound rolls.
Melta bomb

Range
Str
AP
Melta bomb
-
8
1
Melee, Detonation, Unwieldy, Armourbane (Melee), Instant Death

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
Owning Player, Opposing Player and Controlling Player
Sometimes a rule will ask the owning, opposing or controlling player to make an action or decision of some kind. The owning player is always the player who ‘owns’ the model in question – the one who has the model in their army. The opposing player is always their opponent. The controlling player is always the player in current command of that model – there are some special rules which can force models to switch sides during the course of the game.
Pinning

Coming under fire without knowing where the shots are coming from, or having ordnance rain down from the skies, can shake the resolve of even the bravest warriors, making them dive flat and cling to whatever cover presents itself.

If a non-Vehicle unit suffers one or more unsaved Wounds from a weapon with the Pinning special rule, it must take a Leadership test once the firing unit has finished its Shooting Attacks for that Phase. This is called a Pinning test. If the unit fails the Test, it is Pinned. As long as the Test is passed, a unit can be called upon to take multiple Pinning tests in a single turn, but only once for each unit shooting at them.

A unit that is affected by any of the following conditions does not take Pinning tests, and if called upon to do so is considered to automatically pass them:
  • The unit is locked in combat.
  • The unit is already Pinned (the unit remains Pinned, but takes no further Tests).
  • The unit is composed entirely of Vehicle models.
  • The unit is Embarked on a Transport Vehicle.
  • The target unit is affected by the Fearless special rule.
A unit that has become Pinned cannot Move, Run or Charge. It can only fire Snap Shots if it attacks during the Shooting phase and cannot make Reactions in any Phase. At the end of its following turn, the unit returns to normal and the unit is free to act as normal from then on. Whilst it is Pinned, a unit is affected normally by enemy actions (for example, it takes Morale checks as normal). If the unit is forced to move, for example if it has to Fall Back, it returns to normal immediately. If assaulted, the unit will fight as usual, but because they are not set to receive the Charge, enemy units do not receive the Initiative penalty for assaulting a unit in Difficult Terrain, even if the unit is in Difficult Terrain. If a unit becomes Pinned during a Charge, then that Charge automatically fails. Units that are locked in combat cannot be Pinned and do not take Pinning tests.
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.
Poisoned (X)

There are many virulent and lethal poisons in the Age of Darkness. It is simplicity itself to adapt such toxins for battlefield use. It does not matter whether they coat blades or bullets, or are secreted by alien monstrosities – all are lethal.

If a model has the Poisoned special rule, or is attacking with a Melee weapon that has the Poisoned special rule, it always Wounds on a fixed number (generally shown in brackets), unless a lower result would be required, when attacking in close combat. In addition, if the Strength of the wielder (or the Poisoned weapon) is higher than the Toughness of the victim, the wielder must re-roll failed rolls To Wound in close combat.

Similarly, if a model makes a Shooting Attack with a weapon that has the Poisoned special rule, it always Wounds on a fixed number (generally shown in brackets), unless a lower result would be required. If no number is shown in brackets, the rule is Poisoned (4+).

Unless otherwise stated, Poisoned weapons are treated as having a Strength of 1. The Poisoned special rule has no effect against Vehicles.
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.
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.
Roll To Hit (Shooting)
To determine if the attacking model has hit its target, roll a D6 for each attack that is in range. Most models only get to make one attack – however, some weapons are capable of firing more than once, as will be explained in more detail later. The dice roll needed To Hit will depend on the Ballistic Skill (or BS) of the attacking model. The chart below shows the minimum D6 roll needed to score a Hit.

Firer’s BS12345
Roll needed To Hit65+4+3+2+

To Hit rolls are easy to remember if you subtract the Ballistic Skill of the attacking model from 7. For example, a model with BS 2 needs to roll a 5 or more (7-2=5).

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

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.

Similarly, if a model makes a Shooting Attack with a weapon that has this special rule, they always Wound on a 2+.

In either case, this special rule has no effect against Vehicles or Buildings.

Neuro-gauntlet

Eversor Assassins are equipped with a neuro-gauntlet, an exo-skeletal claw forged from fine but incredibly robust, molecularly sharp, blades that exude a potent mixture of deadly toxins. Despite the appearance of these weapons, Clade Eversor Assassins rarely rely on the finesse offered by them and opt instead for brutal evisceration of their enemies.

Range
Str
AP
Neuro-gauntlet
-
User
3
Melee, Fleshbane, Shred, Rending (6+)

Power sword

Range
Str
AP
Power sword
-
User
3
Melee, Rending (6+)

Executioner pistol

A combination needle and bolt weapon developed by the Clade Eversor to allow their nigh-psychotic Assassins to cripple their quarry with a hail of explosive bolts and toxin-enriched needle shards, leaving them vulnerable to the onslaught of the Assassin’s blades.

When making a Shooting Attack with an Executioner pistol, the controlling player must choose to use both the bolt pistol and needle pistol components in a combined attack, or select a single profile to be used.
Range
Str
AP
Executioner pistol
 - Bolt pistol
12"
4
5
Pistol 1
 - Needle pistol
12"
2
-
Pistol 2, Poisoned (3+), Pinning
Frenzon Rage

A potent mixture of refined combat stimulants laced with dangerously volatile chemicals, frenzon could fairly be considered to be a lethal poison. The cocktail is continuously pumped through an Eversor Assassin’s veins, instilling a state of nearconstant murderous frenzy.

At the start of the Assault phase, a model with this special rule may choose to temporarily increase its Attacks Characteristic by the amount listed in brackets until the end of the turn. When rolling To Hit for a model that has had its Attacks Characteristic increased in this manner, for each unmodified result of 1 the attacking model immediately suffers a Wound unless an Armour Save can be made. Wounds inflicted in this manner do not count for the purposes of combat resolution.
Biological Overload

Surgically implanted sensors carefully monitor the overdriven biological impulses of an Eversor Assassin. Should the operative’s vital signs reach a critical state, their body will be flooded with a cocktail of highly reactive biochemicals that rapidly consume the living tissue in a brief but violent chemical explosion.

Whenever an Eversor Assassin is reduced to zero Wounds, but immediately before the model is removed from the battlefield, every model, both friendly and enemy, within D6" suffers a S4 AP3 hit with the Fleshbane special rule. These hits count as a Shooting Attack originating from a weapon with the ‘Flame’ type.
© Vyacheslav Maltsev 2013-2024