Eversor Assassin

(Unit)
Type: upgrade
Category: Assassins Ally
Categories: Assassins, Assassins Ally
EntryId: 464f-a68d-1393-8e1f
Hidden: false
Costs: 240 pts

Constraints:

max(roster): 1
Options (5)
Rules (5)
Combat Master
Add +1 to the WS for each opponent after the first in close combat with the Assassin.
Fear
If charged by an enemy causing fear, take a psychology check. If passed, fight as normal. If failed, automatically break if outnumbered by charging enemy. If enemy does not outnumber, half the units WS (rounding up) in the first turn of combat and cannot fire overwatch. 
If charging enemy unit that causes fear, must take psychology check. If failed, cannot charge and must remain stationary for the turn (but can fire normally). 
If hit by a weapon that causes fear it must take a Break test regardless of casualties inflicted by the weapon
Fast Shot
The Assassin may fire his Executor Pistol a number of times equal to his Attack characteristic. May use this skill while on Overwatch
Wounding the Eversor
If the Eversor is wounded in Close Combat he will spray acid on his attackers. The model who made the attack takes a Strength 4 hit causing 1 wound with a -1 modifier
Killing the Eversor
If the Eversor is ever reduced to 0 wounds he will explode with the same effect as a Plasma Grenade (included in profile for reference).

Profiles:

Unit Unit TypeMWSBSSTWIALD
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.

Used By (1)