Dataslate Assassins
Dataslate Assassins
The Officio Assassinorum is one of the most secretive and feared regimes of the Imperium of man. They answer only to the High
Lords of Terra and the Master Assassins of their respective temples.
ASSASSINS
Assassins are an Army List Entry that can be selected as an Elite choice in a detachment chosen from either Codex: Inquisition,
Codex:Grey Knights, or Codex:Sisters of Battle. You may include one Assassin in your army and one Assassin for every 1000 points past
the first 1000 points (ex. 2 Assassins in a 2000 point game).
ARMOUR
SPECIAL RULES
CALLIDUS ASSASSIN
WS BS S T W I A Ld Sv
Callidus Assassin
WARGEAR:
Synskin
Ctan Phase Sword
Neural Shredder
2 6
4 10 4+
Unit Type
Unit Composition
Infantry (Character)
1 Callidus Assassin
Polymorphine
Frag Grenades
POLYMORPHINE
+2
AP Type
X
NEURAL SHREDDER
Range
Template
AP Type
1
115
Points
Neural Shock: Hits from this weapon are resolved against the
targets unmodified Leadership, rather than its Toughness.
This weapon cannot harm vehicles.
SPECIAL RULES:
A word in Your Ear...: The player with the Callidus Assassin
can move one enemy unit up to 6 after both sides have
deployed, but before the first turn starts, as if the unit had
made a move action, but ignoring difficult and dangerous and
terrain. The units new position must be within the normal
deployment zone outside of dangerous terrain, and the
owning player may choose the facing of the unit after it has
been moved. Multiple Callidus Assassins may use this special
rule consecutively to move the same unit.
Jump Back: At the start of the Fight sub-phase, the Callidus
Assassin can attempt to disengage from combat. Roll a D6
on a roll of a 1 she fails to disengage and must fight on in the
combat normally, on a roll of 2 or more she moves that many
inches away from the enemy. This move cannot be used to
move into contact with a different enemy model. If this leaves
the enemy unit unengaged, they may make a consolidate
move at the end of the Assault phase.
Lightning Reflexes: Assassins have a 4+ Invulnerable save.
Lone Agent: An Assassin may not join a unit or be joined by
an Indedpendent Character.
Poison Blades: If the Callidus Assassin is still in base contact
with an enemy model at the end of the Assault phase, after all
combats have been resolved, she may make an extra attack
with her Poisoned Blades. This attack always wounds on a 4+.
Fearless
Fleet
Move Through Cover
Precision Strikes
CULEXUS ASSASSIN
WS BS S T W I A Ld Sv
Culexus Assassin
WARGEAR:
Synskin
Animus Speculum
Etherium
2 6
4 10 4+
Unit Type
Unit Composition
Infantry (Character)
1 Culexus Assassin
Psyocculum
Frag Grenades
Psyk-out Grenades
ANIMUS SPECULUM
Range
12
S
5
AP Type
1
ETHERIUM
PSYOCCULUM
120
Points
SPECIAL RULES:
Life Drain: The Culexus Assassin may use this ability when
in close combat with a Psyker. The Psyker must take a
Leadership test with a -2 penalty to Leadership which is
cumulative with the Soulless rule. If they fail the Leadership
test, the Psyker loses 1 Wound, with no saving throws of any
type allowed (not even Invulnerable saves). This is worked out
at the start of the Fight sub-phase and wounds inflicted by this
attack count towards the combat resolution. All other close
combat attacks are worked out as normal. This power can only
be used to affect one Psyker per turn.
Lightning Reflexes: Assassins have a 4+ Invulnerable save.
Lone Agent: An Assassin may not join a unit or be joined by
an Indedpendent Character.
Psychic Abomination: Any Psyker within 6 of the Culexus
Assassin at the start of their turn must pass a Morale check
or fall back. If they are with a unit, then the unit will also fall
back.
Psyker Assassin: The Culexus Assassin can always target and
allocate Wounds to a Psyker, the Psyker may not make a Look
Out, Sir roll. The Culexus Assassin may ignore other models
when charging into an assault if this will allow it to get into
contact with a Psyker.
Soulless: Any unit (friend or foe) with a model within 12 of
the Culexus Assassin counts as having Leadership 7, unless it
would normally be less than this.
Fear
Fearless
Fleet
Move Through Cover
Scout
EVERSOR ASSASSIN
WS BS S T W I A Ld Sv
Eversor Assassin
WARGEAR:
Synskin
Neuro Gauntlet
Executioner Pistol
Power Weapon
2 6
4 10 4+
Unit Type
Unit Composition
Infantry (Character)
1 Eversor Assassin
Frenzon
Frag Grenades
Melta Bombs
EXECUTIONER PISTOL
Range
12
AP Type
2
NEURO GAUNTLET
Range
User
FRENZON
AP Type
2
110
Points
SPECIAL RULES:
Bio-meltdown!: If the Eversor Assassin is killed, place a Blast
marker centred over the model. Any model touched by the
template takes an automatic Strength 5 hit, with saving throws
allowed as normal. The Eversor Assassin is then removed
from play.
Fast Shot: The Eversor Assassin may fire his Executioner
Pistol twice in the Shooting phase and when Overwatching.
Lightning Reflexes: Assassins have a 4+ Invulnerable save.
Lone Agent: An Assassin may not join a unit or be joined by
an Indedpendent Character.
Deep Strike
Fearless
Fleet
Move Through Cover
Precision Strikes
Rampage
VINDICARE ASSASSIN
WS BS S T W I A Ld Sv
Vindicare Assassin
WARGEAR:
Stealth Suit
Exitus Rifle
Exitus Pistol
EXITUS RIFLE
Range
48
2 6
4 10 4+
Unit Type
Unit Composition
Infantry (Character)
1 Vindicare Assassin
Spy Mask
Frag Grenades
AP Type
1
125
Points
SPECIAL RULES:
Lightning Reflexes: Assassins have a 4+ Invulnerable save.
Lone Agent: An Assassin may not join a unit or be joined by
an Indedpendent Character.
Marksman: All shots fired that hit and wound, except snap
shots, are Precision Shots and the target may not make a Look
Out, Sir roll. The Vindicare Assassin may always target a unit
within range and line of sight including a unit locked in
combat, even a friendly unit.
Infiltrate
Fearless
Fleet
Move Through Cover
Stealth
SPY MASK
STEALTH SUIT
EXITUS PISTOL
Range
12
AP Type
1
Pistol
ARMOURY OF THE
OFFICIO ASSASSINORUM
RANGED WEAPONS
ANIMUS SPECULUM
AP Type
EXITUS RIFLE
Range
48
EXECUTIONER PISTOL
12
AP Type
2
EXITUS PISTOL
The side arm of all Vindicare Assassins, the Exitus Pistol is masterfully
crafted to the same tollerances of the Exitus Rifle and serves as a
formidable deterrant to those who would wish get up close and personal
with the otherwise long ranged Vindicare Assassin.
Range
12
AP Type
1
Pistol
AP Type
1
NEURAL SHREDDER
The Callidus Assassin caries many exotic weapons. One of them being
the Neural Shredder, a small gun that damages an enemys nervous
system.
Range
Template
AP Type
1
Neural Shock: Hits from this weapon are resolved against the
targets unmodified Leadership, rather than its Toughness. This
weapon cannot harm vehicles.
MELEE WEAPONS
Profiles for the following melee weapons are listed on
the Profiles page of the Reference. Their full rules can be
found in the Warhammer 40,000 rulebook:
Power Weapons
NEURO GAUNTLET
User
AP Type
2
The Ctan Phase Sword has many unique and indescribable physical
properties, much like the Ctan themselves. The extremely rare Ctan
necrodermis that these blades are composed of can cut through any
barrier or armour from the both the materium and immaeterium.
Range
+2
AP Type
X
GRENADES
PSYKOUT GRENADE
Frag Grenades*
Melta Bombs
Assault
When a unit equipped with Psyk-out Grenades launches an
assault, any Psykers in the assaulted unit(s) are reduced to
Initiative 1 for the remainder of the phase.
Shooting
When a unit armed with Psyk-out Grenades makes a shooting
attack, one model can choose to throw a grenade, rather than
using another shooting weapon.
Range
AP Type
-
ARMOUR
SYNSKIN
STEALTH SUIT
Stealth Suit confers a 4+ Armour Save and Feel No Pain (6+) and
counts as a Camo Cloak.
Auspexes can surveil the immediate surrounding. They are often used
to target enemies dug into cover and enhance the targeting of friendly
weapon systems.
A model with an Auspex can use it in place of making a
shooting attack. If he does so, target an enemy unit within 12
(this does not count as choosing a target for his unit to shoot
at). A unit that is targeted by one or more Auspexes has its cover
saves reduced by 1 until the end of the phase.
CAMO CLOAK
ETHERIUM
The Culexus Assassin uses an Aegis System known as the Etherium. The
Etherium enhances the Culexuss own anti-psychic field and their
natural aura of disomfort making them hard to target or hit in combat.
Any unit wishing to shoot at or charge the Culexus Assassin
must first pass a Leadership test on 3D6 (vehicles count as
Leadership 10). If the test is failed they may not target the
Assassin, but may attack another target instead. The Culexus
Assassin is unaffected by all Psychic powers.
FRENZON
POLYMORPHINE
PSYOCCULUM
SPY MASK
ASSASSINS
ASSASSINORUM
MURDER SQUAD
SPECIAL RULES:
1 Vindicare Assassin
1 Callidus Assassin
1 Eversor Assassin
1 Culexus Assassin
FORMATION RESTRICTIONS
None.
12
ASSASSINS
VINDICARE
SUPPRESSION SQUAD
SPECIAL RULES:
2-6 Vindicare Assassins
FORMATION RESTRICTIONS
None.
13
Ultimate Assassins: The Assassins in this formation gain the Infiltrate and
Scout special rules if they did not already have them. This formation
re-rolls failed Reserve rolls and may move on to the table from Reserves
from any table edge.
Coordinated Firepower: The Vindicares Exitus Rifle and Exitus Pistol gain
the Pinning special rule when two or more Vindicare Assassins fire upon
the same target.
ASSASSINS
CULEXUS WARP
DESOLATION FORCE
SPECIAL RULES:
2-6 Culexus Assassins
FORMATION RESTRICTIONS
None.
Ultimate Assassins: The Assassins in this formation gain the Infiltrate and
Scout special rules if they did not already have them. This formation
re-rolls failed Reserve rolls and may move on to the table from Reserves
from any table edge.
Psychic Monstrosity: The range of the Soulless special rule is increased to
24. The range of the Psychic Abomination special rule is increased by 6
for each Culexus Assassin in this formation.
14
ASSASSINS
CALLIDUS
SLEEPER CELL
SPECIAL RULES:
2-6 Callidus Assassins
FORMATION RESTRICTIONS
None.
Ultimate Assassins: The Assassins in this formation gain the Infiltrate and
Scout special rules if they did not already have them. This formation
re-rolls failed Reserve rolls and may move on to the table from Reserves
from any table edge.
Mass Sabatoge: When using the A word in your Ear... special rule you may
choose the facing of an enemy unit and it may be moved up to 6 outside
of your opponents deployment zone.
Reign of Confusion: You may re-roll the dice when attempting to Seize the
Initiative. In addition, your opponent suffers a -3 penalty to the first
Reserve Rolls, for each Callidus Assassin (i.e. first 2 Reserve Rolls if there
are 2 Assassins in the formation), he makes during the game. This special
rule is not cumulative with itself.
15
ASSASSINS
EVERSOR
ERADICATION PACK
SPECIAL RULES:
2-6 Eversor Assassins
FORMATION RESTRICTIONS
None.
Ultimate Assassins: The Assassins in this formation gain the Infiltrate and
Scout special rules if they did not already have them. This formation
re-rolls failed Reserve rolls and may move on to the table from Reserves
from any table edge.
Surgical Strike: The Assassins in this formation do not scatter when
arriving from Deep Strike Reserve.
No Escape: Enemy characters suffer a -1 penalty to their Look Out, Sir test
against wounds inflicted by a unit in this this formation in an assault for
each Eversor Assassin in the assault. In addition, The Eversors Precision
Strikes special rule requires a roll of 3+ to hit with a melee weapon instead
of a roll of 6.
16
REFERENCE
All of the rules and tables here are condensed for
ease of reference. If you need the full rule see its
entry in the main pages of the book.
SPECIAL RULES
A Word in your Ear (pg 4): The player with the Callidus
Assassin can move one enemy unit up to 6 after both sides have
deployed, but before the first turn starts, as if the unit had made
a move action, but ignoring difficult and dangerous and terrain.
The units new position must be within the normal deployment
zone outside of difficult and dangerous terrain, and the
owning player may choose the facing of the unit after it has
been moved. Multiple Callidus Assassins may use this special
rule consecutively to move the same unit.
Best of the Best (pg 10): The Assassins in a Murder Squad each
have 3 Wounds, and their Synskin confers the Feel No Pain (5+)
special rule.
Black Frenzon (pg 10): The Eversors Frenzon confers 2d6 exta
Attacks as a charge bonus instead of 1D6. It also confers
Feel No Pain (4+).
Bio-meltdown! (pg 6): If the Eversor Assassin is killed, place a
Blast marker centred over the model. Any model touched by the
template takes an automatic Strength 5 hit, with saving throws
allowed as normal. The Eversor Assassin is then removed from
play.
Coordinated Firepower (pg 13): The Vindicares Exitus Rifle and
Exitus Pistol gain the Pinning special rule when two or more
Vindicare Assassins fire upon the same target.
Exitus Relics (pg 10): The Vindicares Exitus Weaponry has the
Soul Blaze special rule (this affects Exitus Ammunition as well).
Fast Shot (pg 6): The Eversor Assassin may fire his Executioner
Pistol twice in the Shooting phase and when Overwatching.
Jump Back (pg 4): At the start of the fight sub-phase, the
Callidus Assassin can attempt to disengage from combat. Roll
a D6 on a roll of a 1 she fails to disengage and must fight on
in the combat normally, on a roll of 2 or more she moves that
many inches away from the enemy. This move cannot be used
to move into contact with a different enemy model. If this
leaves the enemy unit unengaged, they may make a consolidate
move at the end of the Assault phase.
17
Life Drain (pg 5): The Culexus Assassin may use this ability
when in close combat with a Psyker. The Psyker must take a
Leadership test with a -2 penalty to Leadership which is
cumulative with the Soulless rule. If they fail the Leadership
test, the Psyker loses 1 Wound, with no saving throws of any
type allowed (not even Invulnerable saves). This is worked out
at the start of the fight sub-phase and wounds inflicted by this
attack count towards the combat resolution. All other close
combat attacks are worked out as normal. This power can only
be used to affect one Psyker per turn.
Lone Agent (pg 2): An Assassin may not join a unit or be joined
by an Indedpendent Character.
Marksman (pg 7): All shots fired that hit and wound, except snap
shots, are Precision Shots and the target may not make a Look
Out, Sir roll. The Vindicare Assassin may always target a unit
within range and line of sight including a unit locked in combat,
even a friendly unit.
Mass Sabatoge (pg 15): When using the A Word in your Ear...
special rule you may choose the facing of an enemy unit and it
may be moved up to 6 outside of your opponents deployment
zone.
Neural Obliterator (pg 10): The Callidus Neural Shredder is
Strength 9.
No Escape (pg 16): Enemy characters suffer a -1 penalty to their
Look Out, Sir test against wounds inflicted by a unit in this this
formation in an assault for each Eversor Assassin in the assault.
In addition, The Eversors Precision Strikes special rule requires
a roll of 3+ to hit with a melee weapon instead of a roll of 6.
Poison Blades (pg 4): If the Callidus Assassin is still in base
contact with an enemy model at the end of the Assault phase,
after all combats have been resolved, she may make an extra
attack with her poisoned blades. This attack always wounds on
a 4+.
Psychic Abomination (pg 5): Any Psyker within 6 of the
Culexus Assassin at the start of their turn must pass a Morale
check or fall back. If they are with a unit, then the unit will also
fall back.
Psychic Monstrosity (pg 14): The range of the Soulless special
rule is increased to 24. The range of the Psychic Abomination
special rule is increased by 6 for each Culexus Assassin in this
formation.
Psyker Assassin (pg 5): The Culexus Assassin can always target
and allocate wounds to a Psyker, the Psyker may not make a
Look Out, Sir roll. The Culexus Assassin may ignore other
models when charging into an assault if this will allow it to get
into contact with a Psyker.
Reign of Confusion (pg 15): You may re-roll the dice when
attempting to Seize the Initiative. In addition, your opponent
suffers a -3 penalty to the first Reserve Rolls, for each Callidus
Assassin (i.e. first 2 Reserve Rolls if there are 2 Assassins in the
formation), he makes during the game. This special rule is not
cumulative with itself.
Soulless (pg 5): Any unit (friend or foe) with a model within 12
of the Culexus Assassin counts as having Leadership 7, unless it
would normally be less than this.
Speculum Majora (pg 10): The Culexus Animus Speculum is
Strength 6.
ARMOUR (pg 8)
Stealth Suit: 4+ Armour Save; Feel No Pain (6+); counts as a
Camo Cloak
Synskin: 4+ Armour Save; Feel No Pain (6+)
GRENADES (pg 8)
Psyk-out Grenades: When a unit equipped with Psyk-out
Grenades launches an assault, any Psykers in the assaulted
unit(s) are reduced to Initiative 1 for the remainder of the phase.
PROFILES
ELITES
WS BS S T W I A Ld Sv
Unit Type
Pg
Callidus Assassin
2 6
4 10 4+
In (ch)
Culexus Assassin
2 6
4 10 4+
In (ch)
Eversor Assassin
2 6
4 10 4+
In (ch)
Vindicare Assassin
2 6
4 10 4+
In (ch)
UNIT TYPES
MELEE WEAPONS
Range
AP
+2
Melta Bomb
Armourbane, Unwieldy
Neuro Gauntlet
User
Power Axe
+1
Melee, Unwieldy
Power Lance
Power Maul
+2
Melee, Concussive
Power Sword
User
Melee
Weapon
+1/User 3/4
Type
Melee, Armourbane,
Fractal Edge
Melee
RANGED WEAPONS
Range
AP
Animus Speculum
12
Executioner Pistol
12
Exitus Pistol
12
Pistol
Exitus Rifle
48
Heavy 1, Sniper,
Exitus Ammunition
Weapon
Frag Grenade
Type
Assault 1, Blast
Neural Shredder
Template
Psyk-out Grenade
18
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