Assassins

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Assassins

Post  System Commander on Fri Aug 22, 2014 2:09 pm

Ahhh man. Thank god.. no cut and paste. 

The word is the assassins are looking sweet. I can break ol' Eversor again! 

Culexus looks terrifying... and will probably just be priority target#1 for most armies. 

GW just might get my $16 for this one..  we'll see. 

http://www.lounge.belloflostsouls.net/showthread.php?48390-Assassins-GW-did-an-am-amazing-job!

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Re: Assassins

Post  System Commander on Sat Aug 23, 2014 12:16 am

Ahh man, no one excited about the assassins! 

Dont be surprised when you see my Eversor rocking out in hiw very own Landraider.

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Re: Assassins

Post  Planes on Sat Aug 23, 2014 1:01 am

I'm looking forward to them, to be sure, as I *just* lost access to them in my other book. Enjoying the concept of just being able to tack one on to any list, though. Waiting for more details, though. Rumor has it 72" range on the Vindi, with str 10 ap 1 turbo pens.

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Re: Assassins

Post  judchic on Sat Aug 23, 2014 10:15 am

so yeah... assassins are awesome again.
all lost the 6+ fnp (eversor is 5+ now), all assassins now cause -2 to LoS, all have a rule where they cant be joined by anyone and they have a rule you get an extra point for slay warlord if they dealt the last wound
vindicare- 72" range, shield breaker ignores invuls, turbo pen is str 10 vs tanks (NOT ARMORBANE) and inflicts d3 wounds
callidus- turn 1 infiltraits up to 1" away from opponent or comes in from their table edge if held in reserve, opponent has to reroll seizing initiative, phase sword is ap2 and ignores invuls on 6 to wound, neural shredder is ap2 wound on 4+ always
eversor- +3 attacks charging (8 attacks...), fires pistol 4 times, executoner pistol got nerfed and is now bolt pistol/needle pistol, fires overwatch at normal BS, he rolls 3d6 to charge taking all 3, neuro gauntlet is now ap- fleshbane shred and he has a power sword as well.
culexus- daaaaaaaaaaaaaaamn. all attacks ignore armor and roll of 6 to wound is instant death, any psyker wounded suffers instant death, all attacks against count as BS/WS1,
and the big one... any psykers (ANY) within 12 have -3 leadership, do not generate power dice(!) and can only use warp charges on the roll of a 6. culexus can never be targeted or affected by a psychic power. and my favorite, if a model with a blessing or malediction moves within 12" that condition is immediately removed!

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Re: Assassins

Post  Rhaevyn on Sat Aug 23, 2014 10:23 am

Not that i'm not excited. just wish i had started basic marines all those years ago.
Not sure why the the Empire hasn't conquered the galaxy yet, because they have the superior rules and they are the only ones who know how to work together.

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Re: Assassins

Post  Matthew G on Sat Aug 23, 2014 5:41 pm

Almost sounds like you should warn your opponent you are going to take that Anti-Psyker Assassin. She seems so very OP it's very hard to believe. Against GK or Nids, it sounds like it can take on the army single handedly.


Also sounds like I am going to Allying in Assassins to my Angels..

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Re: Assassins

Post  System Commander on Sat Aug 23, 2014 6:39 pm

It'll still die super easy. 4+ invul is it.. tgh 4 and 3w. Its good for a neat mess up now and then but focused shooting and it'll be gone. If you have a psyker based army.. that Culexus will be enemy #1 till it dies. 

However . If your running.primarily a psyker based army.. and now 3 culexus show up.. that'll be a mess!

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Re: Assassins

Post  judchic on Sun Aug 24, 2014 8:26 pm

Matthew G wrote:Almost sounds like you should warn your opponent you are going to take that Anti-Psyker Assassin. She seems so very OP it's very hard to believe. Against GK or Nids, it sounds like it can take on the army single handedly.


Also sounds like I am going to Allying in Assassins to my Angels..
remember its 12" and assasins are squishy. 3w with a 4+ invul can die really quick. need to keep him in an aircraft or something.

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