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Thanks to MalVeauX for this.
"The diverse Temples of the Officio specialize in the different arts of murder from the bitter kiss of poison to berserk slaughter. The Inquisition has close ties with the Officio Assassinorum, and their operatives often have cause to work together."The master assassins available to the Inquisition and their allies are the most powerful assassins around. Calling upon one requires such presence that only an Inquisitor can make such a call. Taking an assassin is not to be taken lightly as they are very expensive and very different from one another, each having strength and weaknesses aside from their character that one should consider before paying the price. Prior to the Inquisitorial codices release, there used to be a codex simply for the Assassins so that they were taken more freely-this is not the case anymore, as only our Inquisitors may assume control or be allied in order to be allowed access to one of our powerful Officio Temple servants.
Assassins all have a similar background from their training and as such share a wide variety of things that we are interested in. It is their template specification that will further specialize them for their task and for their ultimate goal in our army list. Let's take a look at just what it means to be an Assassin, aside from the obvious:
IndependentAssassins are Independent, and this does not mean an Independent Character. This means they cannot join units, nor be joined by units and they don't count for anything in the game. They cannot hold objectives or table quarters-so if you're thinking of infiltrating your assassin into that lonely quarter and using their abilities from afar, think again.
They cannot even hitch rides in vehicles should you think having one in a Land Raider. The biggest issue with this is to know that you cannot abuse the Independent Character rules to keep your assassin safe or travel safely. Your opponents will single them out if they truly wish, so knowing this, choose your path carefully.
InfiltrateInfiltration is of course necessary when even thinking of an Assassin. As such, they infiltrate by the normal rules. It is very important to infiltrate them into a good position because they do not have any enhanced movements, nor can they use transports, so unless they're already close, it will be a long and wary walk to the enemy or target in mind.
Really one should be using infiltration in mind with their target. So place well, and always do so in cover-you do not want to lose your assassin to small arms fire as they are quite vulnerable when they're not going one-on-one.
The Culexus is the soulless assassin. It has no presence in the warp and cannot be detected at all as such. Most notably of the Culexus is the large Animus Speculum which is the large helmet of the assassin. This is the device that focuses our Culexus into it's powers to do that which it is required to do-Hunt the Psyker. It comes down to the War Gear and Special Rules to see what we have extra:
The Etherium, unlike all the other assassins, can help our Assassin to be double the trouble as normal. The Etherium protects the Culexus with all enemies firing or psykers casting at it, to pass a leadership test prior to being able to. In terms of the rules, if the Assassin is behind another squad, it will require a target priority test as well as a second leadership test to be allowed to fire, or use the psychic power in question.
The Animus Speculum is fueled by negative psychic energy. The closer it senses psykers, the more powerful it becomes. This weapon is utterly devastating and can be used to your advantage. The more psykers that are near by, the more potent the attacks become, so using this idea, we could use our own psykers to temporarily enhance our attacks if it was pertinent though this would be slightly difficult (such as massed Grey Knight Pyskers and Inquisitors). But remember, the more psykers near by, the more shots at our amazing ballistic skill we will have. This is quite effective against our new Space Marine friends, such as Librarians to eliminate many suits of power armor before our assault. In a sticky situation, it is possible to glance (penetrate) up to 11 armor (meaning side and rear armor of several tanks) with an AP value of 1 to increase it to a penetrate in the right situation, though this should be a secondary value to think of, not the primary.
The Psyk-Out Grenades are interesting, but take place of the Animus Speculum if used. This must really have a good chance to want to lose those powerful attacks. As such, it may always hit a psyker-but that's the only target that it is useful against. Coupled with Soullessness, would could effectively cause a few wounds on an enemy Warlock, but I really would suggest that this attack is fairly not worth it unless it is absolutely vital and possible to break your target. That would require it to be a lower wound count creature with a very low armor saves of any kind. Our targets will be around leadership 7, so don't expect a miracle to happen. I really would not use this power compared to the Animus.The Psyk-Out Grenades are interesting, but take place of the Animus Speculum if used. This must really have a good chance to want to lose those powerful attacks. As such, it may always hit a psyker-but that's the only target that it is useful against. Coupled with Soullessness, would could effectively cause a few wounds on an enemy Warlock, but I really would suggest that this attack is fairly not worth it unless it is absolutely vital and possible to break your target. That would require it to be a lower wound count creature with a very low armor saves of any kind. Our targets will be around leadership 7, so don't expect a miracle to happen. I really would not use this power compared to the Animus.
Because of the nature of the Psychic Abomination, enemy psykers cannot even stand their very pressense. As such, any psyker near by will require a moral check, not a leadership test, should they be within a radius near the assassin. This ability couples with the Souless ability very well for forcing hordes of moral checks in the midst of several enemy psykers. Beware though because this effects your own psykers as well!
Soulless is the ability that everyone thinks of, when they think of the Culexus. Any unit, including your own, will be reduced by the soullessness of the Culexus. This is generally thought to use it's own abilities in conjunction with, but it's really useful coupled with other unit's abilities. For example, from the Witch Hunters, we have Divine Pronouncement which would be useful. In the Space Marines, however, the Fear of the Darkness coupled with this Soulless ability would be utterly devastating to non-fearless armies, but it effects our psykers as well, so we will want to keep a healthy distance when trying to pass our own leadership tests to use powers.
Psyker Assassin's nature requires them to destroy the Psyker, efficiently, but relatively decent against others. However, as an Assassin of Psykers, we can always target them in the shooting phase and the assault phase, completely disregarding the other models, even if it is an independent character. Knowing this, one could easily cut through a squad to smash a Warlock, enemy Inquisitor, Librarian or even a Chaos Sorcerer and eliminate them quickly to shut down whatever powers they were using or preparing to use.
Life Drain is an amazing ability actually works wonders when in contact with an enemy psyker in close combat. Combined with our Psyker Assassin ability and Soulless special rules, before combat commences, we can drain our opponent for up to a single wound, with no save of any kind possible. Thanks to our Ld10 versus their Ld7 (or worse), we will easily pass this test against their roll typically and they will lose a wound generally. Then you're free to finish your attacks as normal in sequence. Think of it as a freebie against Psykers each turn, at the beginning of combat before attacks are made. However, it only works against Psykers so it is limited as such.
So where is this assassin the most effective? And what can we expect against the enemies who are not our targeted audience? Good questions, let's take a quick run down of the various races that we may come up against.
Good againstAny variation or army missed can be assessed using these very ideas, but I think you get the point.
The Calldius is arguably the most powerful Assassin. She uses her powerful Polymorphine drug to infiltrate enemy lines and pluck Evil from the root. As such, she can shape shift her appearances to even that of Xenos. With her ability she can influence the enemy and get close to her target, such as enemy commanders with ease. However, let's take a look at the various gear and special rules that grant us these amazing abilities that give her, her much deserved title:
C'tan Phase Sword is a rarity. There are not many weapons in the 40k universe with the ability to cut through armor saves and invulnerable saves and what more, even cause 2D6 penetration against vehicles. Usually abilities like this are reserved for units such as Pariah and Dread Axe wielding Daemon Princes of Chaos, however, the Imperium have their own access to such a weapon and the Callidus is entrusted with it for her deadly accuracy. This weapon is best used against those well protected foe: such as Librarians, Cannoness, Archons, Farseers, or any other powerful foe who rely on invulnerable saves for their safety. Knowing we can ignore all of their saves gives us a massive advantage using the independent character rules and polymorphine abilities to ensure contact. What's more, we could use these very same abilities to slice open the rear armor of very important tanks. Believe it or not, this assassin can rip open a Leman Russ and then move on to destroy a command squad near by later via polymorphine she can arrive behind a vital tank, stun it automatically and then attempt to cut it open with relative ease with 2D6 penetration. Quite a versatile weapon when it's brutal against everything out there.
Neural Shredder is a gauntlet based template weapon is nothing short of amazing. We don't wound based on toughness but rather by leaderships (using majorities in most cases). This may sound like it's not that great, but when you're cutting through Space Marines who have a natural leadership, you will see it's the same as a flamer, but much more deadly as it pierces all armor. Combined with polymorphine we can setup for the absolute perfect placement of this template for maximum coverage and the chance to cause massive casualty, denying armor saves to it's victims. It's also an automatic stun against a vehicle, but no further damage other than it's D3 effects as outlined in the codex. This is nothing to snuff at though, as it ensures a tank to be quiet for a turn while she's busy cutting it open from the rear. This weapon is great for cutting through average leadership armies such as Tau, Eldar, Space Marines, Orks, etc who may have decent armor saves normally or simply low leadership for ease of wounding.
Polymorphine: Our Callidus remains in reserves instead of infiltrating as normal Assassins. This is not a bad thing however. She shows up on the battle field anywhere on the board, absolutely any where and using this gives her the unrivaled ability to be where she needs to be, when she becomes available. There's no scattering, no randomness, no extra risks. When she comes to the field, she means business and she does not play around. So using this ability, we setup the best fire line or the best assault path. We can setup to make sure to capture an important enemy and ruin them, or even prepare a Tank for the scrap yard by keeping it quiet and dicing it's innards from the safety of behind it. Nothing else has this kind of ability to show up and be this powerful, short of Daemon summoning, so keep that in mind.
The Poison Blades are a flavorful attack, though not the most useful of attacks. It is an extra attack, but it happens at the end of combat with an enemy in base contact with her. This means our Jump Back ability will generally prevent this skill from being used many times. However, if remaining in combat, this attack does become useful for a single chance to wound on an average chance against anything no matter the toughness; however normal armor saves apply, so don't expect amazing results. It is useful against low armor saving infantry however for an extra casualty!
Jump Back is my favorite and probably one of the most under used and incredible tactical abilities you could bring to the board. Many people think the Whisper in Your Ear and Polymorphine abilities are the flag ship skills and in many respects they are. However, Jump Back gives us some serious control on the combat phase in order to setup devastating attacks against vital characters and squads. This skill can be risky, but when it works, it really works well. At the beginning of the assault phase, we have a chance to simply leave it up to 6 inches, even if we were the one charging! Knowing this, we can allow our self to be open for an assault from a Daemon Prince for example, then quickly jump away with our ability for a chance to leave him sitting out in the open (after working so hard to move 18~24 inches just to achieve that assault). The same works for an assault happy Librarian or Chaplain as well. No matter what is coming at you, it really works well against characters and squads alike. The point is to leave them open for the shooting phase, or simply to use our Neural Shredder again and re-charge them for the bonus attack.
Keeping this in mind, know that you must move 3 or more inches away to ensure you are not locked into combat again by your enemy as they make a consolidation move after you leave combat (however, you can still leave that combat again too if you want at the beginning of the next assault phase, effectively leading a target or squad in a direction of your choice should they choose to attempt to keep you in combat). This ability truly shines when a Monstrous Creature attempts combat to be protected from the shooting phase, which you may promptly leave and expose them to fire (example: Daemon Prince, Hive Tyrant, etc).
A Word In Your Ear: One of the flagship abilities is that even though our Assassin is held in reserves, she still effects the battle before it starts. She allows us to move any enemy unit deployed up to a few inches which can be really tactically advantageous. This allows us to take an important squad out of cover and into the open. This allows us to expose that hiding barrage ordinance tank. This ability only works in the enemy deployment zone, so you may not use it to disrupt an enemy infiltrating squad outside of their deployment zone, so don't cheat your opponents with that ability. This is a great way to put that independent character out front where their status doesn't protect them anymore, such as a Commander or Ethereal or even Demagogue. It's also a great way of exposing a Hive Tyrant in cover or other such beast such as a Biovore. It's also great for keeping a fast and dangerous vehicle such as a Falcon right out front where we can tear them to ribbons on our first turn.
Honestly the Calldius is effective in many ways against every army in multiple ways. She's always useful and always has the ability to cause damage equal to her points, which makes her simply perfect for all your assassin needs. Let's take a brief walk across who we're great against:
Good against:Rien especial, in other words: Nothing; She's right mean to everyone!
Any variation or army missed can be assessed using these very ideas, but I think you get the point.
The cheaper of the four, and the faster and more combat crazed it is, the Eversor is an excellent choice for spear head assaults and nasty surprises coming from such a small body. He's basically a ticking time-bomb that is fueled by the Inquisition to strike terror into our foes. Let's take a look at our war gear and special rules that give us this ability to have our enemies sweating.
There isn't much special about the Executioner Pistol, other than it's a pistol with two firing methods, both of which are similar. One is a standard bolt pistol, and the other is a needle pistol which always wounds on an average value, like Sniper Riles do, with a weaker AP value. Neither of these are terribly good, but they're decent against the low armored foe based on our number of shots being higher than normal thanks to Fast Shot.
Nothing special about the Power Weapon and Melta Bombs, but both are great of course. The Melta Bombs are particularly nice as it gives us a good ability to charge and bust a tank (Unless we miss our attack of course!). Really we should not be targeting tanks though when there is nothing else to attack, it's a possibility that could end up with a rubbled vehicle. The power weapon may seem out of place when we have the gauntlet, but against the T3 type enemies, this weapon may be used more often for the ease of wounding them, not to mention our bonus attacks for having multiple close combat weapons.
The Neuro-Gauntlet is a great weapon. We always wound on an average roll regardless of our enemy's toughness and we can even glance a tank. The good news is also that we ignore armor saves. This weapon will be used the more frequently most likely as it has the same chance to wound T4 enemies just like the Power Weapon, however we have more abilities against the tougher foes of course. Really, with our initiative and number of attacks due to Combat Drugs and assault distance, we can assault virtually any target and hope for good odds of destruction, even against something as scary as a Wraithlord or Carnifex with a chance to drop them without too much cause for concern.
With our Combat Drugs, we assault double the distance now and we get a load more of attacks on the charge rather than just the normal +1. However, this is only on the charge, so after that we're down to our normal number of attacks plus any bonuses for multiple combat weapons. There isn't much to say other than this is great as it's an obvious shock attack with explosive potential. More dice are always welcome!
Fast Shot: Because of our metabolism, we can always fire our pistol twice in the shooting phase as if we hadn't moved. This isn't anything amazing, but at least it's an extra shot with our good ballistic skill. Mainly this is most useful against the tougher targets as we can cause a quick two wounds prior to our explosive assault. However, all we can do is hope for better than average luck on those resulting wound rolls.
Bio-Meltdown! is quite a flavorful ability in that if we fall, which we always do, we go out with a bang. We get a mini-Holocaust attack in that we get a template and some wounds though with normal saves allowed. This is a fantastic ability to put an extra hole in the horde armies with low armor saves after they eventually rip the Evesor down after the shocking charge takes out a portion of their numbers.
Evesor Assassins are kitted for combat and as such should be considered for quickly crushing an enemy that is perhaps not so strong in combat, however, we're generally good against virtually every army with the Evesor as everyone is vulnerable to the Neuro-Gauntlet and the Combat Drug induced spear head attack that we can perform.
Good against:Any variation or army missed can be assessed using these very ideas, but I think you get the point.
Sniper lovers rejoice as the master has arrived. The Vindicare is the absolute kind of snipers putting even the mighty Alaitoc to shame. They are pompous and deadly and stand by their skill, though they have such skill to back up that sort of behavior for sure! Of all the assassins the Vindicare generally receives a lot of attention due to popularity and the raw power and safety that the assassin has-however do not let such dreams fool you as he is not going to perform quite the same as the other assassins for his price.
Unfortunately it's a single shot and a single wound each turn. So making it count is where the dividing line of totally worth it and totally worthless will be drawn. Let's take a look at the awesome war gear and special rules that make the Vindicare the ultimate assassin.
Exitus Rifle, the rifle of the master. This beast of a weapon has the normal abilities of a sniper rifle, but with a far better AP value. But the fun doesn't stop there, we have special rounds that can be used, once per turn and once per battle to make these shots happen even better. Also, don't forget the pinning tests that you cause with this weapon.
Shield-breaker: This round is going to ignore both the armor save and invulnerable save of the target. This is great for breaking that last wound off of that important target, such as that daemon prince or Avatar or even the tattered Farseer or even Necron Lord. This shot is not going to be that great, but should you take it against that last, vital wound, it becomes worth the price all together.
Turbo-Penetrator: Inflicting multiple wounds is always welcome and we can even cause a little damage to a tank-though firing at a vehicle should not be considered unless no other more important targets are in sight. This kind of shot is great for taking down multi-wound foes, such as Farseers or attempting a spear-head shot to begin the downfall of a tough target, such as a Wraithlord or Daemon Prince.
Hellfire: The best round by far, is the Hellfire round. This shot always wounds pretty much, far better than normal on Sniper weapons. So we have incredibly good odds of both hitting and wounding our target. Essentially, we can stop something before it ever begins with this shot and it should be made with extreme care. This round takes out that vital lascannon, or squad character. It also takes out the daemon icon or picks off that last Necron Destroyer to deny the We'll Be Back roll. This shot is not to be wasted on just any leader, so make it count even if you have to wait until later in the game to take it. You may find that early on, nothing exists that is more worth another, but later in the game, the last daemon icon can be a very important target, or the final Warlock may also be important for examples.
Exitus Pistol: What better way to increase the pain than to match a pistol to the Rifle that started it all? The pistol is strong and has a fantastic AP, combined with the Vindicare's ballistic skill, we have a potent answer for the closing in enemy.
Spy Mask is simply awesome. Normally anyone will duck for cover when a nasty sniper such as this is lurking, but this mask reduces those cover saves to ensure we still hit on target. We reduce cover, but may not completely negate it. Also, we can see much further in night fights with the multiplier being much higher than normal.
The original Stealth Suit is found right here. During normal games, night fight rules will be in effect when firing at our Vindicare and during night fight missions, the distance is halved. What's not to like about the master sniper who can hit you but cannot be seen in return!
Marksman is the ability that everyone thinks of when they think of the Vinidcare. That is because he can pick off any of his targets, regardless of the rules of targeting restrictions. We can even choose to bust that independent character behind other squads. What a great way to punish an Ethereal for existing. Also a great way to pick off the champs of enemy squads to reduce their leadership, which is then amplified by the resulting pinning test with less leadership to pass it with! Taking out the Hive Node or the Warlock can be utterly vital to breaking the squad that they lead. Thus is the power of the Vindicare, when it works anyways.
Because we're a shooting ability Assassin, we're not terribly interested in close combat. Keeping that in mind, we're only good against enemies that really rely on individual models in groups to enhance or cause damage from safety, or abuse independent character rules. In this case, squad champions that are very important such as Warlocks and Shas'ui are prime targets as are opposing enemy weapons such as the single Plasma Cannon sitting in the rear. However, let's take a brief look at all the races and the application of the master sniper against them.
Good against:Any variation or army missed can be assessed using these very ideas, but I think you get the point.
Death-Cult Assassins are not Officio Assassinorum Operatives and do not really belong in the same category as you are not limited to 0-1 of them. However you still require an Inquisitor to field them and they are more numerous. They are limited to combat only abilities, but are rather splendid, yet pricey. They are simply mentioned here as they too are an assassin but are not so amazing or different to warrant an article of their own.
They carry the normal rules for most assassins, but have cheaper prices and lesser stats. We do however maintain amazing speed and number of attacks on our profiles though we're quite fragile. Using these assassins generally is best in groups I have found because as independent units, each, small enemies that are tough, such as terminators are forced to spread their attacks to each assassin as they are independent of each other. That means they may miss a few and only manage to damage a single assassin with their multiple wounds rather than forcing us to remove whole models par normal rules.
Death-Cults are best against smaller, more resilient targets and should avoid the fast and numerous targets as they will be quickly overwhelmed. It is a good idea to hold them back to have them charge later, rather than early as they make great finishing blows. Keeping them behind a team that is mounted in a vehicle can be a great idea, though it wastes their infiltration ability. However the real key is targeting and assaulting the right squad to make best of their skills. Terminators, Chosen, Wraithguard, Immortals, etc are all prime candidates.
I hope this guide to your Officio Assassinorum Operative and Death-Cult Assassins has helped you to better choose or at least better use your assassin. There are countless combinations of units to couple with the various assassins but I'll leave that up to your imagination to figure the more far-fetched ideas out!
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