The problem is, their stat line never seemed that impressive
WS 8, he hits 99% of opponents on a 3
BS 8, 2+/4+ to hit
S 4, normal astates strength
T 4, normal astartes toughness, means that most small arms don't instant kill them
w 2, doning alright with 2 wounds, most unique characters around their points cost only have 2 wounds
I 7, they smack things up first
A 4, and they smack them up alot
Ld 10, the highest you can get
4++ save, 50% invulnerable save is not to be laughed at
not doing too bad with those stats
they also have:
6+ feel no pain
don't have to take dangerous terrain tests (move through cover)
are fearless
and fleet
Ignores Cover: in the fluff, it seems reasonable to expect the Big V to have enhanced optics, allowing him to shoot between tree leaves, and defeat tech, such as Shadowfields, or whatever they're called these days. Psyker or Warp-powered concealment would still work against him.
Always in Cover: "V" gets a cover save, no matter what is shooting at him. Further, the assassin cannot be targeted until after his first shot. Nobody knows he's there until then.
Special Deployment: the assassin sets up after all other models, friendly and opposing, have been set up.
Fleet: when he does move, the assassin has the option to use the "Fleet" special rules. Also note that he does not get his "Always in Cover" save if he is moving.
He has infiltrate already so you can set him up after most models.
He also has fleet and stealth, so he has a 6+ cover save no matter what and couple that with his blind grenades if hes shot at within 8" he gets another +1 to his cover.
adding ignores cover to an
AP 1 weapon that can punch through invul saves would be a bit
OP
Exitus Rifle: Automatic hit, Ignores Armor. All saves are taken at 5+ (roll 5 or 6 to save), although saves conferred by Psy- or Warp-based Wargear may be used as normal. Saves from Drones, "Look out Sir!", or similar "interference" type saves cannot be used. Some will be tempted to blow the whistle on me, right here. I say: it's a blasted sniper rifle! It should have an awesome stat line! If you're still not convinced, read the Notes at the end of this post.
2+ to hit with a 4+ re-roll,
AP 1 fill your first two points. cover saves are usually 5+, 4+ when you get them. No matter how good he is an assassin can't stop someone diving infront of a bullet. If you worried about look out use turbo penetrators to inflict more wounds. THe one thing you don't mention s the 50% wound chance, thats the biggest drawback of the vindicares weapons.
you make his rifle 72" and you would have to make every other sniper rifle in the game that range.
your nerfing his gun with your proposed vehicle rules. Turbo penetrators give you
4d6 armour pen. thats 3 for being a sniper rule already, plus
4d6, rending as well so you add d3 for every 6.
Ap 1 so the explode 50% of the time. Their actually better at taking out vehicles than an anti-armour tank like the vanquisher