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Made in ca
Gargantuan Gargant






I was really let down by the Assassins rules provided by the Grey Knight army as it took a decent amount of fluff flavour from the previous book so they could streamline the assassins a bit more. However by doing so they basically made the Vindicare Assassin the only one worth looking at as the Callidus Assassin now lost the beautiful anti-invuln C'tan Blade for just an instant death power sword as well as the fact that she lost the "A Word in Your Ear" rule making her much less flexible compared to her previous incarnation. Similarly the Eversor has little to no way of getting hands on with the foe without being shot to bits now that he doesn't have infiltrate. That and he kind of got nerfed in being able to assault as quickly thanks to Frenzon just giving the D6 extra attacks and no 12" charge guarantee. Worst of all is the Culexus Assassin who now is a poor excuse for an assassin that can barely do squat against psykers. I also thought the across-the-board stat hike to BS and WS 8 was a tad high even for augmented "superhuman" assassins. That would mean they fight better than the Phoenix Lords and even guys like Abbadon despite the differences in experience and ability.

So here are my proposed "revisions" of them for the current edition.

All Temple Assassins have these universal special rules built into them: Infiltrate, Stealth, Fleet and Move Through Cover. In addition to this all have the Lightning Reflexes special rule which gives them a 4+ invulnerable save due to their acrobatic grace and ability to doge and weave through blows as well as the Synthskin rule which gives them FNP (6+). They are also (Unique) Characters.


Eversor Assassin-145 points

WS7 BS5 S4 T4 W2 I7 A4 LD10 4+

Equipment: Neuro Gauntlet, Executioner Pistol, Frag Grenades, Melta Bombs

Neural Gauntlet: S User AP3 Melee, Shred, Rending

Executioner Pistol: Range 12" S4 AP2 Pistol, Poisoned (2+)

Special Rules:

Combat Drugs: Eversors are filled with a potent cocktail of various combat enhancing stimulants that greatly magnify not only the assassin's already considerable reflexes but also their strength and temperament to hyper-aggressive levels. As a result the Eversor Assassin has the Hatred (Everything!), Furious Charge, Rage and Rampage special rules. Also due to murderous impulses/recklessness caused by the Combat Drugs the Eversor may charge even after Infiltrating or Outflanking. However if he is deployed within Line of Sight of an enemy unit when deployed via Infiltrate or Outflank one enemy unit who has Line of Sight and is within shooting distance of the Eversor (enemy player chooses) may take an out of sequence snapfire shooting attack against the Assassin during his movement phase. His Feel No Pain save is also increased to a 5+.

Bio-Meltdown: In addition to the drugs' purpose of further aiding the Eversor's abilities in eliminating the enemies of the Emperor through physical enhancements, it also provides a more direct method of destroying an Assassin's target by having this cocktail of drugs catastrophically reacting with an influx of unstable chemicals released upon the Eversor's death. In this way even killing an Eversor can result in the target's death. When the Eversor Assassin loses its final wound (in combat or otherwise) center the large blast template over the current position of the Assassin. All models under this template (friend or foe) immediately suffer a S5 AP5 hit that ignores cover saves. The Eversor is then removed as a casualty.

Callidus Assassin-150 points

WS7 BS5 S4 T4 W2 I7 A4 LD10 4+

Equipment: C'tan Phase Sword, Neural Shredder, Frag Grenades, Krak Grenades

C'tan Phase Sword: An xenos-based weapon with Imperial modifications this sword's edge is thin enough to slice through even the thickest of ceramite or even reinforced adamantium. Such is the otherworldly nature of the blade that it can even pass through force fields and other esoteric means of protection.
S User AP2 Melee, Instant Death, Monomolecular Edge

Monomolecular Edge: Any model that suffers a wound inflicted by this weapon must re-roll all successful invulnerable saves caused by the C'tan Phase Sword.

Neural Shredder: Range: Template S9* AP1 Pistol, *Rolls to wound against the LD of the enemy unit hit by this weapon rather than its toughness. Vehicles instead take a glancing hit on a 4+ as it attempts to scramble the minds of occupants. (I made it S9 due to the widespread leadership of LD9-10 from Necrons, Marines and Eldar so it would be able to actually take down more than just a few models).

Special Rules:

Polymorphine: Using her shapeshifting abilities the Callidus Assassin is able to impersonate the foe, thereby allowing her to infiltrate deep behind enemy lines and ambush her target(s) with complete impunity. When arriving from Reserve you may deploy her anywhere on the board within 6" of an enemy unit. Once she has been placed she may move, shoot and assault normally regardless of the normal restrictions put on assault by conventional Reserve rules. All shooting attacks on the turn she arrives counts as having the Pinning special rule to demonstrate the shock enemy troops may feel after being shot upon from behind by a "comrade". In addition to this the enemy unit assaulted that turn also may not resolve any Overwatch at the assassin due to the Callidus Assassin taking the unit completely by surprise. Furthermore all melee attacks the Callidus makes that turn in assault count as Precision Hits as she takes advantage of the confusion to sow as much havoc as possible by taking out leaders from restoring order (will only be included if "A Killer Not A Soldier" suggestion is not added).

A Word in Your Ear...: A player with a Callidus Assassin may move redeploy one enemy unit up to 6" after both sides have deployed but before the first turn starts. This unit must stay within the limits of the deployment zone of the enemy player and cannot be placed in dangerous or impassable terrain.

Hit and Run: Same as in the 40K rulebook.

Vindicare Assassin-160 points

WS6 BS8 S4 T4 W2 I7 A4 LD10 4+

Everything stays the same in terms of wargear and abilities as written in the Grey Knights (including the FAQ on the Deadshot rule ignoring Look Out Sir!) with one addition to his equipment list.

Spy Mask: Gives the Vindicare Assassin Night Vision. It also allows the Vindicare to reduce the cover save of any unit he is shooting at by 1. So a unit hiding in a forest would only have a 6+ cover save instead of a 5+ or a unit taking cover behind an Aegis Defence Line would only have a 5+ cover save while a unit going to ground (for whatever reason) would not receive a cover save at all if it is out in the open when they do so. Also he has frag and krak grenades alongside his blind grenades.

Stealth Suit: Provides the Vindicare Assassin with the Shrouded special rule.

Culexus Assassin-130 points

WS6 BS5 S4 T4 W2 I7 A4 LD10 4+

Equipment: Animus Speculum, Psyocculum, Psyk-Out Grenades, Frag Grenades, Krak Grenades.

Animus Speculum: Range: 18" S5* AP1 Assault 3*, *For every Psyker within 12" of the Culexus Assassin increase add +1 to the Strength and Assault value of the Animus Speculum (to a maximum of 10 for both).

In the Assault Phase if the Assassin is in combat or in a challenge with a unit containing one or more psykers, the Assassin may unleash the power of the Speculum onto the unit. At the beginning of the Fight Sub-Phase the Assassin and the opposing unit must roll a D6 and add it to their current leadership value (remember this would normally be LD7 for the opposing unit due to Soulless). If the Culexus Assassin scores higher, the opposing unit's psyker(s) suffers one wound with no armour saves allowed for every point of leadership that they lost by. These wounds must be allocated to the psyker(s) and cannot be redistributed in any way through things such as Look Out Sir!.

Special Rules:

Psyker Hunter: All of the Culexus Assassin's attacks count as Precision Shots/Hits when directing attacks to a unit that contains one or more psykers. These must be allocated to a model with the Psyker special rule.

Soulless: The Culexus Assassin radiates such a sense of unnaturalness and unease that even non-psychic beings are shaken by their presence. For psychically sensitive beings such as Eldar Farseers or Space Marine Librarians this aura is incredibly painful and often even lethal as their attempts to draw upon the warp's power is weak and feeble from the Assassin's null field choking their connection to the empyrean. All models within 12" (friend or foe) of the Culexus Assassin count as having LD7 (unless it would be lower). Furthermore the Assassin has the Fear special rule and psykers within 6" at the start of their leadership test must immediately take a morale test to see whether or not they flee from the assassin; if they are in a unit the unit flees with them.

Null Field: As a result of usually being Omega-Minus level Pariahs they are able to project a powerful anti-psychic null field that renders most psychic displays of power useless. Against purely psychic entities such as daemons it can even be used as a weapon to destabilize their hold on the physical realm. Culexus Assassins pass all Deny the Witch rolls on a 2+. In addition to this any model with the Daemonic Instability special rule within 12" of the Culexus Assassin at the start of its turn must immediately take a Daemonic Instability Leadership Test that ignores the results of Reality Blinks from rolls of double ones.

Preferred Enemy: Psykers


So there you have it, what do you guys think? Also I was wondering whether or not the Assassins should have a special rule called "A Killer Not A Soldier" where they can disregard challenges and fight normally because they're assassins so they don't give a crap about honorable combat and are more focussed on eliminating their target. This way killing machines like the Eversor or Callidus wouldn't be bogged down by challenges from sergeants and can actually kill the targets they are aiming for. Similarly I wonder if the Assassins should have a "Marked for Death" special rule where you can choose one enemy Independent Character or HQ choice before the game during deployment who you then can re-roll all failed rolls to hit and wound against depending on who you chose for each assassin.

Constructive criticism is welcomed as well as any suggestions, give it to me hard...er...I mean soft? You know what I mean! (I hope)










This message was edited 4 times. Last update was at 2013/06/28 14:28:03


 
   
Made in gb
Lord of the Fleet






London

I like these additions but I think the stats should all be the same as in the book, and some specific changes I can see being made

Eversor: Give the Neuro-Gauntlet the Fleshbane rule, as I believe that was how it functioned in the old book.

Callidus: Seems fine

Vindicare: Seems fine

Culexus: I'd simply change the 2+ DtW to "no psychic powers at all within 6, and standard Soulless within 12".
   
Made in ca
Gargantuan Gargant






Hm, I can see the Neuro Gauntlet being Fleshbane but the previous edition actually had it always wounding on a 4+ or higher (so basically poisoned w/out the re-roll) with no armour saves allowed and always glancing on 6's. I thought the shred would be better in this case just because it would help the Eversor puill off some more rending wounds against more heavily armoured foes like terminators. I can see how fleshbane would make sense though, would it be too much if I kept the shred alongside it?

In terms of the Culexus I like the idea of having a blanket "no psychic powers zone" but given the new edition's emphasis of having even a minimal chance of failing certain things (i.e. Daemonically Possessed rule now having to role 2+ to see if you ignore Shaken/Stunned results rather than straight out ignoring it or the Living Metal special rule as well as even Kharn having a 2+ Deny the Witch Save). Would it be too strong to outright negate all psychic powers? Also by having DtW on a 2+ it can protect the Culexus Assassin even if he is out of Soulless range from longer range witchfires.

So in terms of statlines I should just keep with what they already have in the codex? Can I ask why you think this should be so? I always felt that each assassin had their own particular niche role so the Vindicare should have been the only one with BS8 due to his specialization in marksmanship and the Callidus/Eversor having higher weapon skill due to their more martial nature. Similarly I thought the Culexus would the be the most middling in terms of combat due to them focusing most of their efforts in utilizing the Animus Speculum rather than any particular melee or ranged weapon.

This message was edited 1 time. Last update was at 2013/06/19 15:19:18


 
   
Made in us
Powerful Phoenix Lord





Buffalo, NY

 Grimskul wrote:
All Temple Assassins have these universal special rules built into them: Infiltrate, Stealth, Fleet, Move Through Cover, and Fleet.


Just out of curiosity, what does double Fleet give ?

This message was edited 1 time. Last update was at 2013/06/23 09:44:09


Greebo had spent an irritating two minutes in that box. Technically, a cat locked in a box may be alive or it may be dead. You never know until you look. In fact, the mere act of opening the box will determine the state of the cat, although in this case there were three determinate states the cat could be in: these being Alive, Dead, and Bloody Furious.
Orks always ride in single file to hide their strength and numbers.
Gozer the Gozerian, Gozer the Destructor, Volguus Zildrohar, Gozer the Traveler, and Lord of the Sebouillia 
   
Made in ca
Gargantuan Gargant






 Happyjew wrote:
 Grimskul wrote:
All Temple Assassins have these universal special rules built into them: Infiltrate, Stealth, Fleet, Move Through Cover, and Fleet.


Just out of curiosity, what does double Fleet give ?


Why it gives you Beast-type movement now of course that you have double the mobility and "need for speed". Woopsies, thanks for pointing that repeat out.
   
 
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