| Abilities |
|---|
| Independent:
Assassins operate independently during the game and may not join units or ride in vehicles. For the purposes of mission objectives, Assassins never count as scoring units |
| Inquisitor Requred:
An Officio Assassinorum Operative may only be chosen if an Inquisitor or Inquisitor Lord is also part of the force. |
| 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. |
| 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. |
| Unit | WS | BS | S | T | W | I | A | Ld | Sv |
|---|---|---|---|---|---|---|---|---|---|
| Imperial Assassin | 5 | 5 | 4 | 4 | 2 | 5 | 3 | 10 | 4+ Invulnerable |