HQ Assassins of Clade Vindicare are the fodder of myth and legend throughout the soldiery of the Imperium for few have so much as snatched a glimpse of one of these black-clad marksmen in battle. It is said that once one of these unseen killers set their rifle sights upon their quarry, there is no escape from an inevitable death, delivered in the form of a single shot placed with unerring precision. Often, the only indication that a Vindicare is at work is the soft whistle of hyper-velocity rounds flying overhead and the heads of their selected targets exploding in red mists of gore before they ever even heard the muzzle crack of the shot that killed them. Trained over decades to elevate their craft to a deadly artform, they utilise a combination of physical positioning, topological mapping and intricate study of their mark to deliver a swift kill from afar before displacing and leaving only death to evidence that they were ever there. Of all the marksmen and sharpshooters that watch over the battlefields of the galaxy, none can claim to be the equal of Clade Vindicare. | ||
M | WS | BS | S | T | W | I | A | Ld | Sv | Base | |
Vindicare Assassin (base: 32mm) | |||||||||||
Vindicare Assassin | 7 | 4 | 8 | 4 | 4 | 2 | 5 | 3 | 10 | 4+ | 32mm |
Some weapons are so cruel of form or powerful in aspect that a well-placed strike can slay even the toughest opponent.
Attacks with this special rule cause Instant Death on a To Wound roll equal to or greater than the number listed in brackets associated with the specific rule. Roll any viable Saves against this Instant Death-causing Wound separately and before any other Wounds the attack inflicts.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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These weapons are grafted to the same targeting system for greater accuracy.
When attacking with a weapon that has this special rule, the controlling player may re-roll all failed To Hit rolls.These are heavy, man-portable weapons that typically require reloading between each shot or bracing to counter their recoil.
When making a Shooting Attack, a model with a Heavy weapon attacks the number of times indicated. If a model equipped with a Heavy weapon moved in the preceding Movement phase, they can only make Snap Shots with that Heavy weapon during the Shooting phase. Note that weapons with the Blast special rule cannot fire Snap Shots. Models that make Shooting Attacks with Heavy weapons in the Shooting phase cannot Charge in the ensuing Assault phase.
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Sniper weapons are precision instruments, used to pick out a target’s weak points.
If a weapon has the Sniper special rule, or is fired by a model with the Sniper special rule, all Wounds inflicted by its attacks are ‘Precision Shots’. Wounds from Precision Shots are allocated against a model (or models) of the attacking player’s choice in the target unit, as long as it is in range and line of sight of the firer, rather than following the normal rules for Wound allocation. Note that Snap Shots can never be Precision Shots and attacks with the Blast or Template rules may never benefit from the effects of the Sniper special rule.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 weapons are capable of breaching armour with a terrifying ease, whether by specially designed munitions, careful targeting or sheer brute power.
When rolling To Wound for a model that has the Breaching (X) special rule, or is attacking with a weapon that has the Breaching (X) special rule, for each To Wound roll equal to or higher than the value listed in brackets, the controlling player must resolve these Wounds at AP 2 instead of the weapon’s normal AP value. This rule has no effect on models that do not have Wounds, such as models with the Vehicle Unit Type.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.Issued as a paired set of an Exitus rifle and an Exitus pistol to every Vindicare Assassin, no two weapons are quite alike for they are artificed to the specific anatomical requirements and individual preferences of each operative. Responsibility for the creation of these fell instruments remains a closely guarded secret of the Divisio Assassinorum, although it is said that the quality of the elemental materials used exceeds even the most stringent standards of the Martian Forgelords and the precision of the mechanisms within defies Imperial understanding.
Range | Str | AP | ||
Exitus Armaments | ||||
- Exitus rifle | 100" | 7 | 2 | Heavy 1, Murderous Strike (5+), Rending (6+), Sniper |
- Exitus pistol | 12" | 6 | 4 | Pistol 3, Breaching (6+), Sniper |
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.
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In augmentation of their enhanced, indoctrinated capabilities with ballistic weapons, Vindicare Assassins make use of a specialised visor, linking their weapon sighting systems to a direct retinal overlay. This provides them with dynamic trajectory cogitations, rapidly factoring innumerable environmental variables and also predicts the actions of their quarry based on the specific mission parameters, allowing their adaptive ammunition to correct its flight even after it has left the barrel of their rifle. Combined, these systems almost entirely mitigate any degree of error allowing an Assassin to find their target with almost preternatural skill.
When making a Shooting Attack, a model with a trajector auspex array ignores the effects of all special rules or Wargear that would modify or limit the range and To Hit rolls of any attack made by that model.