Vindicare Assassin

(Entry)
Type: unit
EntryId: 7dac-7bd0-52cb-8c6d
Hidden: false
Costs: 145 Points

Profiles:

Abilities
Deadshot:

Wounds caused by a Vindicare's shooting attacks are always allocated by the Vindicare's controlling player.

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.

Infiltrate:

Units with this special rule are deployed last, after all other units (friends and foe) have been deployed. If both sides have infiltrators, the players roll-off and the winner decides who goes first, and then alternate deploying these units. Infiltrators may be set up anywhere on the table that is more than 12" from any enemy unit, as long as no deployed enemy unit can draw a line of sight to them. This includes inside a building (see page 83), as long as the building is more than 12" from any enemy unit. Alternatively, they may be set up anywhere on the table that is more than 18" from any enemy unit, even in plain sight. 

If a unit with this ability is deployed inside a transport vehicle, it cannot infiltrate. Infiltrate also confers a special outflank move to units of infiltrators that are kept in reserve.

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.

Stealth:

All of the unit’s cover saves are improved by +1.

Unit WSBSSTWIALdSv
Assassin

8

8

4

4

2

7

4

10

4+ Invulnerable

Wargear
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.

Blind Grenades:

These are defensive grenades.

Hellfire Round:

The shot wounds on a 2+ instead of a 4+.

Shield-Breaker Round:

The shot ignores any Invulnerable save.

Turbo-Penetrator Round:

Inflicts 2 wounds on any model wounded. If fired at a vehicle, the shot has an Armour Penetration value of 3D6

Weapons RangeStr.APType
Exitus Rifle

36"

X

2

Sniper

The Exitus rifle may choose to fire a special round: Shield-Breaker, Turbo-Penetrator, Hellfire

Exitus Pistol

12"

5

2

Pistol

Used By (1)
Grey Knights(Catalogue)