| Unit | Unit Type | M | WS | BS | S | T | W | I | A | LD |
|---|---|---|---|---|---|---|---|---|---|---|
| Assassin | Assassin | 6 | 8 | 8 | 5 | 5 | 4 | 8 | 4 | 10 |
| Wargear |
|---|
| Sentinel Array:
Can spot enemy troops at double its Initiative distance. In addition, can fire in a 360° arc. |
| Eversor Combat Drugs:
May take one dose at the beginning of his turn. Fury: May triple his move when charging or running. Lasts for the duration of the turn. Terminus: Until the end of your opponent's next turn, the Assassin may carry on fighting and will not explode even if he is reduced to 0 wounds. However if still at 0 wounds at the end of the opponents next turn or end of game, he will explode as normal. Destroyer: During his turn, if the Assassin kills his opponent and uses his follow-up move to enter another close combat, he may attack again immediately. After each follow-up move roll a D6. 1-3 the Assassin gets no more attacks this turn. 4-6 he may fight another round of combat immediately. |