RED ELF
OFFICIO ASSASSINORUM
ARMY ENTRY

On the pages that follow, you'll 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'll require in order to fiefd an Assassin in scenarios you've devised yourself, or as part of a campaign series of games, or whatever.

This army list is slightly different to others we have published so far. For a start, you can only ever have one Assassin in your army, even if you are playing with more than one 'detachment' (see page 131 of the Warhammer 40,000 rulebook). Secondly, the army list is in two parts. The first section details the rules which apply to all types of Imperial Assassin. The second part comprises the rules and wargear for the different Assassin Temples, which are in addition to the general rules in the first part.

ELITES 0-1 IMPERIAL ASSASSIN
Profile
Points
WS
BS
S
T
W
I
A
Ld
Sv
Assassin
50
5
5
4
4
2
5
3
10
4+

Assassins can be included in any Space Marine, Imperial Guard and Sisters of Battle 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.

SPECIAL RULES

Independent Character: All Assassins are trained to work alone, and so follow the rules forindependent characters given in the Warhammer 40,000 rulebook. However, an Assassincan never join another unit and they always fight individually.

Infiltrators: Assassins must be able to sneak past guards and through even the tightestdefences to reach their targets. An Assassin may set up using the rules for Infiltrators if themission being played allows this. In missions where there is no special rule for Infiltrators,the Assassin must be deployed with the rest of the army as normal.

Fearless: Assassins are implacable, never resting until they or their target is dead.Assassins never fall back, they are assumed to automatically pass any Morale checks theyare required to make, even against attacks which normally force their target to fall back withno test taken. Assassins cannot be pinned.

Dodge: Imperial Assassins have superb reflexes, able to leap out of the way of an attack.An Assassin's 4+ save is invulnerable.

Temple: An Assassin must belong to one of the following Temples, selected when you arechoosing your army. They may not change their equipment or take any additional wargear.

Points values: An Assassin's points value is based upon the Temple they belong to:

TEMPLE
POINTS
Vindicare
+60
Callidus
+70
Eversor
+45
Culexus
+55