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The vindicare got a 50 point discount, had all his 'special ammo' gun rules rolled into one, and now gains the protection of being a character (needs to be closest to be shot at)
I'd say hes the big winner of this editions assassins, they all are pretty decent value really considering nearly everything else in the game is going up in points, not way down..
The only one I have used so far has been the Culexus. He got an even bigger discount, although he isn't the absolutely definitive source of psychic defense he used to be. Still by far the toughest of the 4 to put away with his etherium rule. In my game I wasn't able to position him well to really get stuck into the fight, however his anti-psyker rule pretty much made it impossible for my opponent to win, denying his late game gambit to rush the objective with a warp-time Ahriman move.
The other 2 look like one-shot wonders I think. They'll charge something first turn, probably make it and kill it, then die easily to shooting next turn.
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