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Made in us
Perfect Shot Black Templar Predator Pilot





Greenville

Imperial Assassins are, in my opinion, one of the most flavorful and enjoyable aspects of the Imperial side of the WH40K universe. However, the rules for these characterful models are somewhat lacking in their fluff-skills.

Please understand that I do not dislike their rules. As models, they have powerful rules and are good at what they do. I'm simply trying to create an entry that would be more...brutal. And fluffy.

Enjoy:

ELITES
0-1 Imperial Assassin


120pts

WS..BS..S..T..W..I..A..Ld..Sv
.6.....6....4..4...2..6..3...10..4+

Weapons: Bolt Pistol, Power Weapon, Frag Grenades, Melta Bombs

Special Rules:
Infiltrator (May choose to infiltrate at any time during deployment of infiltrators)
Fearless
Independent Character (may never join another unit)
Dodge (un-negatable 4+ Invulnerable Save)

Temple Choice of One (Mandatory):

Vindicare (no additional points):
Replaces Power weapon with Exitus Rifle
Replaces Bolt Psitol for Exitus Pistol
Spymask as per current rules
Sealth Suit as per current rules, +1 to cover saves in terrain

Culexus (+20pts):
Etherium as per codex
Animus Speculum - Ra 18", Str 5, AP 1, Assault 2, remainder as per current codex
Psyk-Out Grenades as per codex
Keeps power weapon, Animus Speculum replaces Bolt Pistol (gains +1A in close combat as result)
Psychic Abomination (at Leadership 6 instead of 7)
Psyker Assassin as per codex
Life Drain as per codex - remember Ld6

Callidus (+10pts)
Power Weapon becomes C'Tan Phase Sword
Bolt Pistol replaced by Neural Shredder (1-Handed, +1A in CC)
Neural Shredder - Ra 12", Str X (8, compared to Ld), AP 1, Assault 3, remainder as per codex
Polymorphine as per codex
Poison Blades now ignore armor saves
Jump Back replaced by Hit and Run
Word in Your Ear as per codex

Eversor (+20pts)
Bolt Pistol counts as poisoned - never needs worse than a 4+ to wound. May fire twice the normal amount.
Power Weapon never needs worse than a 4+ to wound. Glances vehicles on a 5+ regardless of armor value.
Combat Drugs grant +1 Initiative, may charge 12", and gains +3 attacks instead of +1 on the charge.
Gains Furious Charge and Feel No Pain USR
Bio-Meltdown! uses Large Blast instead of Small Blast, highest armor save allowed is 4+ against automatic hits of Str 5.

* * * * *

Let me know what you all think. Yes, they're a bit overpowered, and probably reflect my favoritism towards Culexus and Eversor Assassins, but hey, that's the fun of writing my own rules .

CK


"War is an ugly thing, but not the ugliest of things. The decayed and degraded state of moral and patriotic feeling, which thinks that nothing is worth war, is much worse. The person, who has nothing for which he is willing to fight, nothing which is more important than his own personal safety, is a miserable creature who has no chance of being free unless made and kept so by the exertions of better men than himself."
-- John Stuart Mill

Black Templars (8000), Imperial Guard (3000), Sanguinary Host (2000), Tau Empire (1850), Bloodaxes (3000) 
   
 
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