SSassins
BY GAVIN THORPE
Book Cover Art: Wayne England
Gallagher, Alex Boyd,
Jes Goodwin,
‘Assassin Miniatures: Jos Goodwin
‘Additional Material: Matt Keote
INTRODUCTION.............2
ASSASSINS 3
Vindicare Temple... 22. 4
Culexus Temple 5
Callidus Temple. - 6
Eversor Temple - 7
8
GAMING WITH ASSASSINS. ...
ASSASSINATION! SCENARIO . 10
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aMnas WERHOyINTRODUCTION
“7 Tthought begets heresy; heresy begets
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Welcome, Grand Master, to Codex Assassins. Within these
ages you will find everything you need to unleash the
devastating warriors of the Officio Assassinorum against the
enemies of the Emperor.
THE ASSASSINS
There are many weapons the Imperium can bring against
lteacherous commanders, alien leaders and subversive
Culists. I commands the vast might of the Imperial Guard and
Navy, which have the power to raze whole worlds and slaughter
any number of foes. It can call upon the aid of the Space.
Marines to bring swift and final vengeance against those who
Would threaten the Emperor's domains. The gigantic Titans and,
other war engines of the Adeptus Mechanicus can obliterate
cities. Yet all these fail to instil the dread which the enemies of
Mankind fee! at the mention of a single word ~ Assassin!
The Officio Assassinorum is responsible only to the fabled
Senatorum Imperilis ~ the High Lords of Terra who interpret
the Emperor's Wil. Silent, deadly and ruthlessly efficient, an,
Assassin can strike at the heart of the problem, quickly and
cleanly removing those who would dare oppose the Emperor.
Impassive and impersonal, an assassination sends a clear
message to heretics and rebels — no one is beyond the:
Emperors justice.
‘The Officio Assassinorum is divided into a number of diferent
‘Temples, each specialising in a certain manner of death, From
the shape-changers of the Callidus Temple to the horitying
psyker hunters of the Culexus Temple, the Officio,
Assassinorum’s servants deal death in many, many ways,
ASSASSINS IN GAMES
OF WARHAMMER 40,000
‘Assassins are highly skied, with very specialised wargear.
They are a simple solution to offsetting certain weaknesses in
fan army, or for further bolstering your strengths. Having
problems dealing with pesky Eldar Warlocks or Ork Nobz? Why
not fleld a Vindicare Assassin to pick them off from afar Is your
Fe Me Tay
lee 20% Te Te Be
“Oo
Imperial Guard army suffering badly because it lacks units
which can take on the enemy in an assault? Sounds like the
bio-alchemical nightmare of an Eversor Assassin would come
in handy.
‘Assassins also give you a chance to show off your painting
skills if you want, Each of them is a character model ~ the
miniatures have lovely areas of detail which you can really
spend some time on. Just have a look at some of the Assassin
miniatures shown on the inside covers and then say with all
hhonesty that you wouldn't lke at least one siting on your shelf!
WHAT’S IN THIS BOOK?
‘This Codex breaks down into the three main sections listed
below, each of which illuminates a different area of using
Imperial Assassins in your games of Warhammer 40,000.
‘The Officio Assassinorum. This section contains the diferent
game rules and army list entries for the Assassins you can
include in your army.
Painting and gaming advice. Included are some tips on
painting and modelling Assassins. There are also some
ideas about diferent ways you might like to use Assassins in
your games.
Background. A collection of background material from various
sources, including information on the terrible times of the War
of Vindication,
IMPORTANT NOTE: You must have an Imperial army of some.
description (Space Marines, Imperial Guard or Sisters of Battle,
for example) to use an Assassin, If you don't have one of these
armies, you're going to have to come up with a very good
reason why an Assassin should be supporting your cause!i } oe
} ih
| AssassiN anty LIST
(On the pages that follow, youll find entries for the different types of Assassin available for your ‘
Warhammer 40,000 battles. This army list allows you to employ Assassins in battles using the
scenarios included in the Warhammer 40,000 rulebook, but it also provides you with the basic }
information you!l require in order to field an Assassin in scenarios you've devised yoursel, or FA
as part of a campaign series of games, or whatever. a
This army lst is slightly different to others we have published so far, For a start, you can onl
ever have one Assassin in your army, even if you are playing with more than oné ‘detachment
(of the Warhammer 40,000 rulebook). Secondly, the army ist isin two parts. The
first section details the rules which apply to all types of Imporial Assassin. The second part
‘comprises the rules and wargear forthe diferent Assassin Temples, which are in addition to the
‘general rules in the frst part
ELITES
PUTT EY
Points| WS BS ST W 1 A td sv
‘Assassin 50 56 fo Pa Tt
‘Assassins can be included in any Space Marine, Imperial Guard and Sisters of Baitle army.
‘Assassins count as one of your Elites choices, and you may never have more than one Assassin
in your army.
{All imperial Assassins have the profile and special rules given here. In addition, they have extra
‘wargear and special rules, depending upon the Temple to which they belong, detailed in the
individual entries on the following pages.
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SPECIAL RULES.
Independent Character: All Assassins are trained to work alone, and so follow the rules for
Ts
independent characters given in the Warhammer 40,000 rulebook. However, an Assassin cage aan
‘can never join another unit and they always fight individually. (emma p na
Infiltrators: Assassins must be able to sneak past guards and through even the tightest array
defences to reach their targets. An Assassin may set up using the rules for Inftrators if the ea arr
mission being played allows this. In missions where there is no special rule for Initrators, poet Ar,
the Assassin must be deployed withthe rest of the army as normal "eles ara
Fearless: Assassins are implacable, never resting until they or their target is dead eros
Assassins never fall back, they are assumed to automatically pass any Morale checks they periarnag A Pai
are required to make, even against attacks which normally force their target to fall back with Onc ay i
no test taken, Assassins cannot be pinned Eee ers
Dodge: Imperial Assassins have superb reflexes, able to leap out of the way of an attack ae hoe
[An Assassin's 4+ save is invulnerable, renege)
Temple: An Assassin must belong to one ofthe folowing Temples, selected when you are Serta
choosing your army. They may not change their equipment or take any addiional wargest ene eee
Points values: An Assassin's points value is based upon the Temple they belong to ear
Vindicare. +60 points Callidus +70 points Ll ieee
VeISOF nn -448 points Culexus....455 points Fretless
5 45 points Cul points Rell
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CALLIDUS ASSASSINS
SPECIAL RULES
| WARGEAR Jump Back; At the start of any assault phase, the Callidus |
C'tan Phase Sword: The Ctan phase sword can ony bo used in close | Rssanam ean attmpl to disongago lem combat Rolla DS ~ on
ombat No armour saves aro alowed agains his Mona phase sword, | volte a1 ae as to dsengage ad ust fight on nie
‘ot even invuinrabio saves! cmbat normaly, ona rl of 2 or mare she moves that mary
5 Neural Shredder: The neural shredder uses the fame template and is | ches away rom the enemy, Tis move cannot be used to
‘ aoe ener Te aap Hcl wsane ne otone Tne seu) | move into contact win a cterent enemy model Its leaves
‘redder has Stength but ator then using the targets’ Toughness | the enemy unt unengaged they may make a consoidate move
values, heir Leadership Is used. Other than thi, the To Wound charts | &tthe end of the assault phase.
oatiaMeeyaya JERR i icolnelisealieioriioe om aDoent i A Word In Your Ear... The player a the Callidus Assassin
Giancing fs table, 26 to eons baie re paral protected oy me. | carve one enemy Ui! up 06” aftr lh sges have
votile's armour The neural shroddor has the lolloving profi: pepe et ea a NeW
irength: X AP: 1 Assault 1 ‘wing player may choose the facing ofthe unt ater thas
Polymorphine: The Callidus Assassin is always in reserve, even in peenimoved
Imssions wi 0 not normaly use the Resorves nie. When sho
Esomes avaiabe, sha may bs placed anyunere onthe Baton, and
fan move and ight normaly in fh tur she aves
Poison Blades: If the Callidus Assassin is stil in base contact with an 'o assume the shape of the accursed and deliver
‘nony mod! at tho nd ofthe assautphaso, ator al combats have death from the purity within you
boon roid, sho may make an extra atak nth hor ossoned blades Poe
S|] oil stor any consoldation moves). Sho gets 7 tack which
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template takes an automatic
Strength Shi ith saving
Fear me, for I am your apocalypse.
Dicatas Bvenoe(ver the page you will ind a new Warhammer 40,000 mission ~
Assassination! — which represents an Assassin being aided in a
mission by friendly forces. Tis is just one of the ways you can fight,
‘unusual batlas with Assassins. The next few pages feature a handful
Of aiferent ways you can use your Assassins in your games of
Warhammer 40,000
A ONE-MAN ARMY
‘A game with obvious appeal is the single Assassin versus an entire
force. There are a number of ways you can do tis. At the most
straightforward level, the Assassins opponent is allowed a small army,
in ther words, @ commander and bodyguard, The Assasin starts a
fai distance away (24"s a good rule of hum), and must kil all ofthe
enemy before he or she is eliminated. However, there are some
Variations on this theme:
Alone Vindicare Assassin is holed up in a commanding position,
‘and is pinning down the enemy squads as they try to advance. He
‘must be killed before the army can continue.
When setting up your
batlefeld, make sure there is
quite a lot of terrain thatthe
Vindicare could be higing in —
rocky. outcrops, abandoned
Watchtower, ruined buldings,
tall trees and so on. The
‘Assassin player does not place
‘2 miniature on the tabetop to
begin with, but instead writes
down the whereabouts of the
Assassin's hiding place. The
‘opposing player has 750-1,000
points worth of units tying to
‘advance across the bated
Play as normal, except that
whenever the Assassin player
wants to check line of sight a
target, thei opponents obliged
to tum away, its a good idea for
the Assassin's poston to give
him aline of sight over many of
the obstacles on the tabletop,
0 that i sn to easy 0 work
fut where he is hiding. Also
‘ote that the Assassin is
allowed to change positon 2s
wall - as long as he doesn't move within 2" of an enemy, then his
location remains secret; ust note down a new hiding place within 6 of
the last and remember that his exitus ele is Heavy 1.
‘The only way the enemy army can find the Assassin isto be witin 2°
Cf his hiding place at the end of a tum, When this happens, the
‘Assassin is placed on the batlefild ~ i then becomes a fight to the
death! This is @ highiy entertaining battle, as the Assassin sneaks
‘about from vantage point to vantage point, while the oppasing player
‘desperately ties to look back along lines of fre to determine the
‘Assassin's poston, and his unts lose men and get pinned in place,
disrupting the search,
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‘An Eversor Assassin has been dispatched to assault an enemy
‘command post and destroy anything it comes across.
This game works well as a two-player game, but can be played solo as,
well. The command post is represented by floorplans (Space Hulk
boards are ideal), which are laid out atthe start ofthe game, With two
players, the detending layer picks an army of 750-1,000 poins and
‘assigns a unit to each room of the command post, These units are not
placed on the table, and may do noting until the Assassin enters the
oom ora friendly model, which has encountered the Assassin, enters
the room. In addition, at the end of any tum in which there was.
Oo
9 or close combat, the defending player may roll a DS for any
unit in a room adjacent to the one in which the combat/shooting took
place. On a roll at 4,5 or 6 they are alerted by the sounds of combat
‘and are placed on the table at the stat of their next tum. Defenders
‘who are broken fallback towards the nearest rendly-occupied room,
‘As a solo game, the Assassin player must pick the defending army,
and when units would be placed on the table, randomly generate
which ofthe units appears. You'l have to use abit of common sense
‘when controling the defenders, Basically, mast squads wll attempt to
stand and shoot al the Assassin, Close combat experts, such as Orks
or Datk Eldar Wyches for example, wil ry to assault the Assassin
An enemy army has unwittingly invaded a world usod by
‘one of the Officio Assassinorum Temples as a training ground.
They suddenly find themselves beset by a veritable army
of Assassins!
This is a pretty simple but fun bale, The Assassin player only ever
Uusos one Assassin al a time, but every time the Assassin is klle,
another takes their place. You should nominate a feature on the
tabletop to be the entrance to the Temple's hidden complex = the
‘Assassins must prevent any enemy model moving nto contact with the
tenirance. Keep track of the number of Assassins killed, then swap
sides with your opponent to see if they can do beter!
COVERT OPERATIONS
‘The majorty of the time, an Assassin wil work alone. Occasional,
however, teams of Assassins are dispatched, oran Assassin may find
him or herself fighting alongside other miltary forces (as in the
‘Assassination! Mission given later) Not ony that, but Assassins do not
just fight alongside Imperial forces. In the Imperium’s history there
have been many occasions when it was deemed better to aid one
enemy force over another, forthe long term benefit of humanity. For
‘example, consider two Ork warbands fighting over a word near to
Imperial space. The winner ofthe war wil then unite the survivors and
possibly attack Imperial worlds. In these circumstances it may be
betterfora few covert Imperial agents o support the weaker of the two
factions, which wil then have a two-fold effect. Fist, the war wil ast
longer, thereby seeing the deaths of more Orks. Secondly, a weaker
Warboss is more likely to spend time consolidating his grip_on
the world, fighting usurpers within own his ranks and so on, The
Imperial agents may even change sides, thereby ensuring that no
side claims a great victory, and posiponing the potential invasion
almost indefinitely.
‘What this bolls down fo, isthe fact that it ist totaly unreasonable for
an Assassin to fight alongside an Ork or Eldar army. However, Id
stongly recommend thatthe Assassin is played by a separate player,
and thatthe Assassin be iven very strict mission guidelines which do
‘not necessaily beneft the ‘allie player al the time. The idea here is
to make sure that the main army commander isnot ditecly controling
the Assassins actions. You can also do ths in @ regular army (say
Imperial Guard or Space Marines) with the Assassin really fighting
‘alongside the army for their own ends, rather than to help out the force
‘commander, There are a number of ways of doing this. As mentioned
‘above, you could have a different player using the Assassin, who sels
themselves a mission which they must achieve (such as kiling the
‘enemy commander or destroying a set points value of unt, et).
‘Alternatively, you could say that the Assassin has fo attack the most
expensive enemy character model (or best psyker in the case of a
Ciulexus) and once that characteris dead, the Assassin's mission is
complete and they vanish from view, never to be seen again. Another
possibil is to keep track ofthe number of victory points Scored by the
Assassin. At the end of the Assassin's tum, dvde tis vicioy poin's
by 100 and deduct from the roll ofa D6. On a scare of O or less,
the Assassin decides they have done enough and leaves!
Well, those are just a few ideas off the top of my head. Im sure that
you'e inventive enough to come up wth lots more have a look atthe
Assassin mission in White Dwar! 232's Chapter Approved)Gaming with Assassins
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In this scenario, an army has bi
Assassin in @ mission to eliminate an enemy commander. The
attacking army must be able to hold off the defending forces long
enough for the Assassin to complete the kil
CeEresin nun ATTACKER
coMPuLSORY —_ OPTIONAL
2 Fast tack
Important Note: The defender has twice as many points to spend
a the attacker. For example, 1,000 points of attackers would
fight against 2,000 points of defenders.
FESesnrueny
‘couputsony
140
‘opriowat
oops
‘Note thatthe Atacker's compulsory ites
an imperial Assassin,OVERVIEW
‘The Assassin must complete its mission to eliminate the opposing commander and then make its escape ~ all other
considerations are secondary!
SCENARIO SPECIAL RULES
Assassination! uses the Victory Points and Infitrators scenario special rules.
SET-UP
Both players roll a dice. The highest
scoring player may choose their
deployment zone. They may choose a
long table edge, short table edge or
| comer. The other player deploys along
the opposite edge or corner. The
attacking player deploys all of their army
up to 12" onto the table. The defending SHORT
TABLE EDGE
player then deploys his army up to 12°
from the opposite edge or corner.
Infiltrators are deployed after all
other units have been placed on the
table, anywhere not within 18” of an
enemy model. If both sides have
LONG TABLE EDGE
‘CORNER
infiltrating units, each player rolls a dice,
the highest scoring player can decide whether to deploy their infiltrators first or second.
3 The attacker has the first turn
MISSION OBJECTIVE
The Assassin must eliminate the enemy character
with the highest points value (the defender must
declare which model it is!), and survive to the end of
the battle.
It the Assassin has not killed its target by the end of
the game, then the defenders win outright. If the
Assassin's target is killed and the Assassin is still alive
at the end of the battle, then the attacker wins. If the
target is eliminated and the Assassin has also been
killed, then use victory points to determine the winner,
but do not count victory points for the Assassin
or their target (Le. only other units count towards
victory points).
RESERVES
None.
GAME LENGTH
The game lasts 6 turns.
LINE OF RETREAT
Units which are forced to fall back will do so towards
the nearest board edge of their deployment zone,
using the normal fall back rules.IY Chae en keene nec oR eae ibacdar ie eRe aoc rem
Sicris was set up at my own instigation, following my investigations ‘ato the supposed death of the Grind Master of Assists,
uring the conflict kaowa as the! Wars of Viediation. For those not avate of these events include a quick summary
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Peer nar aon renege Se ya earn ny ed
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peomrres sonie Seend er ene ur oy Senco on ony eg ent uae eA aL
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Upon my recommendations, the following changes were made to the Officio. Asssinorom:
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influence, dacmonancy of heresy. the others
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Any Assssition to be allowed only by 2 twovthtds vote of assent ia the Senstorum Imperial
All Asssintions to be followed by 2 deiled sccouat of the mision activ
All Asssins, with exception of those of the Evesor Temple, to undergo regualy repeted peycho-doctrinstion, again under the eye of
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‘Within the Inquisition itself T have asembled a number of like-minded Inquisitors and formed the Ordo Sicrius We will maatin + close
the activities of the Officio Asssioorum, and act according to out findings, However, this mdse led to 2 major problem
which had to be overcome before we could continue. As would be expected, considering the nature of ite work, the Orficio Assissiorom is
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‘We have therefore mamged to insert a sumber of our agents into each of the Asssin Temples These Asus
oles of Assusias as would sormally be expected, but drag the aforementioned peycho-doct
them any’sestive information which other Asssins may be less rey to divulge In this minar. we have already headed off two
assassination attempts on the High Lords themselves, and prevested the msjor embsrrassment of the ssssiition of one of our own
Tnquistrs, who had been workiag covertly with the Orks of Lamina Sector”
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ight Haunter
One of the strangest assassinations in the Offic cords is that
ine Primarch Konrad Curze, When his Legion, the Night Lord
4s Night Havate.
Killed him, What makes this case so dif 1 Night
Hauater is the only Primarch definitely known toh nated, ad that
Night Havater’s powers of foresight had forewarned him of the asssinatio
attempt, but he took ao extra precautions to defend himself, claiming that the
Imperium’s actions vindicated his to eehel against the Emperor
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‘S6AMG37 to assassinate the renegade Governor Yawel, ruler of the plinet
Morisha on the Eastern Fringe. During transit the starship was caught in a
‘warp rift, holding the vessel in a temporal stsis for some six hundred and
sinety-cight yeas. Not knowing that this had occurred, Thereavx proceeded
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such an extreme task, Thereaux only succeeded i killing the committer
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auditorium, before 2 meeting of the full committe.