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Made in us
Regular Dakkanaut





Sorry if some of these are stupid, but I'm trying my best to figure this out.

1. Eversor Assassin and Neuro Gauntlets. Are the Neuro Gauntlets part of his profile, I.E. all his attacks have Fleshbane and shred, or is it a piece of wargear so I have to choose between it and the power sword. The Gauntlets themselves are not listed under wargear where the power sword and melta bombs are is why I ask.

2. Formation and Preferred Enemy Warlord. Does this apply to the unit the warlord is in as well for the preferred enemy deal? Also how does Preferred Enemy interact with BS 8? Would it be 2+, 2+, 4+ to hit or 2+, 4+, 2+, 4+ to hit?

3. Cullexis Assassin. Does the Cullexis count any psykers currently embarked upon transports for his Animus Spectrum and other special rules? Also for the special rule (sorry name eludes me) that removes any maledictions or blessings from targets within 12" of the Cullexis when stuff moves within his range, when does this rule apply? If the enemy models end their movement more than 12" from my assassin, but had to have a model move within 12" of him to get to that position does it still remove the blessing / malediction?

4. Infiltrate and first turn. When you infiltrate I know you can't assault on the firs turn. Is this game turn or player turn?
   
Made in us
World-Weary Pathfinder




I can answer 4. BRB pg 167: "A unit that deploys using these rules cannot charge in their first turn."

Question 2 is really a head-scratchers and makes me go "hmmm." But I can say no matter what, you can only ever re-roll a dice once. (BRB pg 11) So it would be 2+/4+ to hit.
   
Made in us
Longtime Dakkanaut





West Chester, PA

1. Neuro-gauntlets have a weapon profile "Melee" so they are a piece of wargear. The power sword and pistol both count as melee weapons, so he always gets +1 attack but per the BRB

“If a model has more than one Melee weapon, he must choose which one to attack with when he comes to strike blows – he cannot mix and match the abilities of several different Melee weapons. However, it’s worth remembering that if a model has two or more Melee weapons he gains +1 attack in close combat.”

2. I'm fairly certain that PE does not apply to BS 8, since you are only able to re-roll a die once. I guess it only applies to wound rolls and close combat attacks.

3. “Any blessing or malediction psychic powers affecting a unit immediately cease to be in effect if the unit moves within 12" of a Culexus Assassin or vice versa.” As written, I would think this means that if a model moves within 12" at any point in their movement, in the same way as difficult terrain (you can't just teleport through a wall or the Culexus' psychic void). Definitely check with your opponent so there isn't a fight, but this one seems pretty clear to me.

4. As Lendys says, this is to prevent folks from infiltrating some bikers and smashing face on T1.

"Bringer of death, speak your name, For you are my life, and the foe's death." - Litany of the Lasgun

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Made in us
Using Inks and Washes




St. George, Utah

When taking re-rolls, though, you get to use the better number for the reroll if multiple sources grant you said re-roll. If you're BS8 and had Preferred Enemy, you'd get to reroll with a 2+ as you would be rerolling your initial to-hit value, which would hit on a 2+.
   
Made in us
Regular Dakkanaut





Man they really gutted Eversor Assassins unless they are riding along in an Assault Transport. Thanks for the Answer's though. I still want to get my Eversor into melee with a wraithknight and see which would win.
   
Made in gb
Battleship Captain




Amost certainly the Wraithknight. But he's got a better chance than a lot of opponents; having lots of attacks which are all but garuanteed to wound an opponent normally immune to poison-ey type shennanigans. Tag team it with two or three eversors and you should probably kill it.

Eversors are good - the 3D6" charge is lethal - but you really need to be cagy with them. Caught in the open they're the easist assassin to kill.

Termagants expended for the Hive Mind: ~2835
 
   
Made in us
Longtime Dakkanaut






icefire78 wrote:
1. Eversor Assassin and Neuro Gauntlets. Are the Neuro Gauntlets part of his profile, I.E. all his attacks have Fleshbane and shred, or is it a piece of wargear so I have to choose between it and the power sword. The Gauntlets themselves are not listed under wargear where the power sword and melta bombs are is why I ask.
They are wargear. The assassin dataslate fails to list them in the war gear summery list, but then includes them in the datacheet's own wargear section. They've done this to save space. Its most noticeable in the special rules section where the summery list only mentions special rules from the BRB, but then has separate paragraph style entries for new special rules. They've done the same thing with the war gear. Wargear listed in the BRB made the list, but then new unique war gear got full entries on the datasheet, it would have been nice if these entires were listed before the special rules :/

So, you have to choose between the power sword and the gauntlet.
icefire78 wrote:
2. Formation and Preferred Enemy Warlord. Does this apply to the unit the warlord is in as well for the preferred enemy deal? Also how does Preferred Enemy interact with BS 8? Would it be 2+, 2+, 4+ to hit or 2+, 4+, 2+, 4+ to hit?
This is a gap in the rules. Preferred enemy is resolved when attacking a unit and fails to mention what we do if some of, but not all, of the models in that unit have the quality preferred enemy is looking for. Discuss with your opponent before the game in case it comes up.

You only get one re-roll. In this case the 1st role is a 2+, and the bs8 re-roll is a 5+, while the prefered enemy re-roll is a 2+. You get to choose which re-roll you use but you can't use both. In this case I would go with the second option,
icefire78 wrote:
3. Cullexis Assassin. Does the Cullexis count any psykers currently embarked upon transports for his Animus Spectrum and other special rules? Also for the special rule (sorry name eludes me) that removes any maledictions or blessings from targets within 12" of the Cullexis when stuff moves within his range, when does this rule apply? If the enemy models end their movement more than 12" from my assassin, but had to have a model move within 12" of him to get to that position does it still remove the blessing / malediction?

Yes, measure to the hull of the transport containing the psykers to determine if they are in his range.

The effects end the exact moment they move within rang of the assassin or vice versa. This mean you can move them into range, remove the effects, then move him away putting them back out of range.
icefire78 wrote:
4. Infiltrate and first turn. When you infiltrate I know you can't assault on the firs turn. Is this game turn or player turn?

Its player turn because it refers to the infiltrators 1st turn, but its also moot. You can't charge in your opponent's turn anyway.
   
Made in us
Using Inks and Washes




St. George, Utah

It's worth pointing out apparently this upcoming White Dwarf is yet another reboot to assassins so who knows what we'll be getting with them. I'm sure it's been leaked somewhere, though.
   
Made in au
Screaming Shining Spear





Western Australia

I have the WD and its a repeat of the digital codex in terms of rules

For gaming, hobby and events in Perth, Western Australia - https://objectivesecured.com.au 
   
Made in us
Using Inks and Washes




St. George, Utah

That's good to know. Thanks you!
   
Made in us
Sinewy Scourge




Boulder, Colorado

#1 - I think the power sword have fleshbane and shred, if its listed under the special rules, and not the wargear, then yes.

#2 - just your opponents warlord.

#3 - it affects psykers in transports, mainly because if something is in a transport, then they are still on the board. And it affects the models whenever they are put within 12 inches of the assassin, if that means the opponent runs into range, our you move into range, it affects it immediately after that action.

#4 - game turn.

   
 
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