I played a friendly game against my buddy's Tau gunline. He decided to bring some Assassins as allies, bringing the four guys below. Two of them did more or lesss nothing all game, but Vindicare wrecked my tank and killed a couple unit, but Callidus deployed an 1" away from my Devastator squad and Libby, who were holding my objective (we were playing Emperor's Will)). He proceeded to completely wreck them, ignoring armor and invuln saves.
Do you guys have a consistent way to stop them off the off chance I see them again? Two of them seem worthless, but Callidus and Vindicare seem so broken. I've listed the stats below, thanks to 3++.
http://www.3plusplus.net/2014/08/dataslate-officio-assassinorum/
Operation Assassinate: All Assassins have this rule, and grants you an extra victory point if the enemy's warlord was removed as a casualty by a model with this rule.
Independent Operative: Cannot be joined by Independent characters.
Lightning Reflexes: 4++
No Escape: -2 to look out sir rolls against the assassins hits.
Vindicare:
Of course the Vindicare is all about his rifle and its ammmo. Not much has really changed here
Deadshot: All hits are precision shots, excluding snap shots
Spy Mask: has ignore cover, excluding snap shots
Ammo:
Shield Breaker: No invul saves allowed
Turbo Penetrator: S10 against vehicles, against everyone else d3 wounds per hit
Hellfire: wounds on a 2+
Callidus:
The Callidus of course is back to her sudden appearances. She comes with hit and run, move through cover, and a cool new rule Reign of Confusion
Reign of Confusion: Can re-roll seize the initiative, and opponent suffers a -3 to the first roll for reserves in the game.
Polymorphine: Can set up 1″ from enemy units, or go into reserves to enter from an opponents board edge. First round appearing can only be hit by snap shots.
Neural Shredder: Template wounds on a 4+ AP2
Phase Sword: Only ignores invulnerable saves on a 6+ to wound, AP2
Poison Blades: Poisoned 3+, with rending
Eversor:
I have always found the Eversor lacking, but with a long list of special rules, he may once again be hitting the table. He comes with melta bombs, and a power sword, and a poisoned pistol (4+)
Frenzon: Roll
3d6 for charge range and gains 3 attacks on the charge.
Sentinel Array: Can overwatch at full
bs
Neuro-Gauntlet: Fleshbane, shred
Biomeltdown:
d6″ s5 hit upon death
Feel no Pain
Furious Charge
Move through cover
Culexus
My old favorite, now with preferred enemy psykers.
Life Drain: No armor saves, 6 to wound is instant death, against psykers the wounds are instant death
Etherium: All shot and attacks against him are resolved at
BS and WS1
Psyk-Out Grenades
Animus Speculum: Add up all psyker units within 12″ and add up to 3 dice from your own pool., This is how many shots you get for your animus speculum. 18″ S5 AP1
Psychic Abomination: Psykers friend or foe get a -3 ldr, do not generate any warp charge, and can only harness warp charge points on a 6.”