Eversor Assassin

(Unit)
Type: unit
Category: Elites
Categories: Elites
LinkId: 1be2-64cc-3216-93d4
Hidden: false
Costs: 130 Points

Constraints:

max: 1

Profiles:

Wargear
Frenzon:

Eversor Assassins receive D6 extra attacks on a turn in which they assault, rather than just one extra attack.

Synskin:

This confers the Feel No Pain special rule, however, wounds are only ignored on the roll of a 6 rather than the usual 4+.

Frag Grenades:

Models equipped with assault grenades don’t suffer the penalty to their Initiative for assaulting enemies through cover, but fight as normal.

Melta Bomb:

When assaulting a vehicle, each model using Melta bombs can only ever make one attack, regardless of the number of Attacks on their profile and any bonus attacks. Against vehicles, Melta bombs have an armor penetration value of 8+2D6.

Unit WSBSSTWIALdSv
Assassin

8

8

4

4

2

7

4

10

4+ Invulnerable

Weapons RangeStr.APType
Executioner Pistol

12"

4

2

Pistol, Poisoned (2+)

Has an Armour Penetration of D6 against vehicles.

Melee Weapons
Neuro-Gauntlet:

This is a close combat weapon. Roll to hit as normal, but don't roll to wound. Instead each hit causes one wound on a D6 roll of 4+ regardless of the target's Toughness, and with no Armour save allowed (Invulnerables may still be taken). Vehicles hit by a neuro-gauntlet take a glancing hit on a D6 roll of 6, regardless of the vehicle's Armour Value.

Abilities
Fearless:

Fearless troops automatically pass all Morale and Pinning tests they are required to take, and will never fall back. They can however go to ground voluntarily. This special rule is gained by any independent character joining a fearless unit. However, as long as a fearless character stays with a unit that is not fearless, he loses this special rule. If a unit that is falling back suddenly gains this rule, it will automatically regroup at the beginning of its next Movement phase, regardless of all normal restrictions on regrouping.

Note: units with the Fearless ability are subject to the No Retreat! rule.

Fleet:

A unit with this rule may assault in the same turn in which it has run.

Furious Charge:

In a turn in which they assaulted into combat they add +1 to both their Initiative and Strength characteristics when attacking in close combat (note that this has no effect on the Initiative tests for sweeping advances).

Move Through Cover:

Units with this rule roll an extra D6 when rolling to move through difficult terrain. In most circumstances this will mean that they roll three D6 and pick the dice with the highest score.

Used By (1)
Grey Knights(Catalogue)