Death cults can be found on many Imperial worlds; some are Chaos-spawned and lend servitude only to Khorne the Blood God, while others are religiously, fanatically dedicated to the Imperial creed, offering those they slay to the Emperor, a payment of the blood-debt all Mankind owes Him. An Inquisitor can make use of such devotees, their skill and prowess in the arts of death making them excellent executioners and infiltrators. Death cultists employ exotic ritual weapons for their work – a dizzying array of stilettos, whip-scythes and blades backed by augmentative digi-weapons and needlers.
Important note: Death-Cult Assassins may only be chosen if an Inquisitor Lord or Inquisitor is also part of the force.
Death-Cult Assassins
| Pts | WS | BS | S | T | W | I | A | Ld | Sv | |
|---|---|---|---|---|---|---|---|---|---|---|
| Death-Cult Assassin | 40 | 5 | 4 | 4 | 3 | 2 | 5 | 2 | 8 | 5+ |
Number/squad: 1-3 Death-Cult Assassins may be chosen as a single Elites choice. They are deployed as a single choice but do not need to be placed together and operate independently during the game.
Weapons: Power weapon and additional close combat weapon.
SPECIAL RULES
Independent: Death-Cult Assassins operate independently during the game and may not join units or ride in vehicles. For the purposes of mission objectives, they cannot capture table quarters, hold objectives or count as surviving troops in a Meat Grinder mission.
Fearless: Death-Cult Assassins are assumed to pass all Morale checks, even if failure is normally automatic, and cannot be Pinned.
Infiltrate: Death-Cult Assassins are extremely adept at infiltration work, and may use the Infiltrators scenario special rule when allowed to by the mission special rules.
Invulnerable: Assassins are preternaturally agile, able to dart aside from incoming blows, so their saving throw is Invulnerable.