0-1 Imperial Assassin
| Points | WS | BS | S | T | W | I | A | Ld | Sv |
|---|---|---|---|---|---|---|---|---|---|
| 50 | 5 | 5 | 4 | 4 | 2 | 5 | 3 | 10 | 4+ |
Assassins can be included in any Space Marine, Imperial Guard and Sisters of Battle army. Assassins count as one of your Elites choices, and you may never have more than one Assassin in your army.
All Imperial Assassins have the profile and special rules given here. In addition, they have extra wargear and special rules, depending upon the Temple to which they belong: Vindicare, Culexus, Callidus, or Eversor.
Special Rules
Independent Character: All Assassins are trained to work alone, and so follow the rules for Independent characters given in the Warhammer 40,000 rulebook. However, an Assassin can never join another unit and they always fight individually.
Infiltrators: Assassins must be able to sneak past guards and through even the tightest defences to reach their targets. An Assassin may set up using the rules for Infiltrators if the mission being played allows this. In missions where there is no special rule for Infiltrators, the Assassin must be deployed with the rest of the army as normal.
Fearless: Assassins are implacable, never resting until they or their target is dead. Assassins never fall back, they are assumed to automatically pass any Morale check they are required to make, even against attacks which normally force their target to fall back with no test taken. Assassins cannot be pinned.
Dodge: Imperial Assassins have superb reflexes, able to leap out of the way of an attack. An Assassin's 4+ save is invulnerable.
Temple: An Assassin must belong to one of the following Temples, selected when you are choosing your army. They may not change their equipment or take any additional wargear.
Points values: An Assassin's points value is based upon the Temple they belong to.
| Temple | Points |
|---|---|
| Vindicare | +60 |
| Callidus | +70 |
| Eversor | +45 |
| Culexus | +55 |
For the official Q&A covering this codex, see Codex: Assassins Q&A.