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Rules & Scenario Development House rules - whose rules? Make your own rules, or read up some experiments others have made.

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Old 11-18-2006   #1 (permalink)
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Default DIY assassins

As promised here it is (once this is perfected it can be turned into an article )
credit goes to Inquisitor Rosenadel for giving me the idea
large credit goes to DeAd_cOmMaNdO for going over all this with me, and proofing everything / finding right values, and all the help stuff. *bumps rep*

Generic Statline:
Pts: 40
WS BS S T W I A Ld Sv
4 4 4 4 2 5 2 9 5+
Options: choose from the upgrades, special rules, wargear and other options as later described.
Special Rules:
Independent: 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: Assassins are assumed to pass all Morale checks, even if failure is normally automatic, and cannot be pinned.
Infiltrate: Assassins are extremely adept at infiltration work, and may use the Infiltrators scenario special rule when allowed by mission special rules.
Invulnerable: Assassins are preternaturally agile, able to dart aside from incoming blows, so their saving throw is invulnerable.
______________________
The Following Options use profiles and points costs as described in Codex: Space Marines, Witchhunters, Daemonhunters; where found.*note: use most current stats and pts*
bolt pistol, inferno pistol, close combat weapon, plasma pistol, power weapon, bolter, combi weapons (flamer, plasma, melta, needle, stake-crossbow.grenade launcher), needle pistol, mancatcher, auspex, bionics, digital weapons, melta bombs, master crafted weapon, power stake, shotgun, hellpistol, powerfist, LC, dual LC, needle pistol, null rod, hellgun

Upgrades (modifiers):
Close Range Expert: 15 pts +1WS, or if already have Long Range Expert 25 pts
Long Range Expert: 15 pts +1BS, or if already have Close Range Expert 25pts
Master of the Arts: 15 pts +1 Attack
Insect: 25 pts. +2 arms on the model (now has 4 arms). +1 Attack (may not be combined with Master of the Arts). the model may now hold (instead of 2x onehand or 1x onehand+ 1x twohand) each of the models arms may hold up to 1x one hand item each, while up to 2 of these arms may hold 1x two hand item each. Empty arms count as CC weapons at -1 Str, and an Assassin with this upgrade always gets the +1 DualCC Attack. . If taken may not take the "Long Range Expert" and "Short Range Expert" upgrades.
Strong of Will: 5pts +1 Leadership
Super-Agility: 10 pts invulnerable save upgrade to 4+
______________________
Pistols (this is a small DIY within a larger one, you can configure your pistol as below; note that due to the nature of these pistols, they are customized to achieve their statline, so unlike some of the pistols available (plasma, hell, las, bolt) these aren't mass produced, which means the exact same statline might not cost the same amount of points. Represents the completely custom-built-and-catered exotic nature of the weapons):

Basic (I'm using Bolt Pistol stats for this, because anything weaker is, well, not cool for an ASSASSIN, unless you want to take generic)
Range: 12"
S: 4
AP: 5
Type: Pistol
PTS: 1 pts

Upgrades: (note that if the upgrades poinst modifiers take the total down to below 1, then the total points is still 1) [these upgrades can also be modded to existing pistols, when doing so the AP and S mods count as another +3 pts for every increase on its profile or -3pts for every decrease, cap at S3-8]

Range:
Template +10 pts

Armour Penetration:
AP 1 ( +12 pts)
AP 2 ( +9 pts)
AP 3 ( +6 pts)
AP 4 ( +3 pts)
AP 5 ( 0 pts)
AP 6 ( -2 pts)
AP - ( -3 pts)
Strength:
S 3 ( -3 pts)
S 4 ( 0 pts)
S 5 ( +3 pts)
S 6 ( +6 pts)
S 7 ( +9 pts)
S 8 ( +12 pts)

Additional Rules:

Gets Hot! ( -3pts)
Melta (range becomes 6inches, may not use template upgrade, and +D6 AP roll within 3 inches) ( -6pts)

ONE assassin pistol per assassin can have the Combine rule, at the cost listed:
Combine: You may combine any pistol to another pistol for 10 pts, and now counts as a pistol but works like combi-bolter (except it doesn't have to include a bolt weapon, both weapons have unlimited use, though only 1 may be used per turn.)
You may add any 1 pistol onto a non-pistol weapon (must be rapid-fire or assault) for 5 pts, follows same rules as above
______________________
Special Weapons, Special Abilities, and Other Special Wargear coming soon. (by special i dont mean like "special weapons trooper's weapons" special i mean non-generic, new ones.)
Pistols, CC weapons(both 1 and 2 hand) and 2 Hand shooty weapons will have their own mini-MakeYourOwns in this thread
(still yet to do CC weapons, overall combat upgrades, special abilities upgrades and 2hand ranged guns upgrades)

ADDED NOTE *NOV 19th*:
the DIY WEAPONS (Pistol, Gun, 1hand and 2hand CCs) can be used with ANY HQ Independent Character (unless he isn't normally allowed to purchase wargear). total wargear points restrictions apply.
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Old 11-18-2006   #2 (permalink)
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Wow this is awesome!!! I think the base cost should be based on the Death Cult Assassins. They are the lest amount of points, and if someone wants a less expensive assassin, then they could have it.

For more inspiration, there is a great article on Wikipedia (I know, not the most reliable, but still) here that tells a bit about the 4 well known assassin temples, and more...

http://en.wikipedia.org/wiki/Officio_Assassinorum

In particular: "There are two more major temples that do not have miniatures in the game, and thus not much information about them has been compiled into official sources. One of them, Venenum, deals in assassination through poisoning. Of the other, Vanus, nothing is known (the Latin word "Vanus" means "Empty"), though many fans believe they deal in assassination through sabotage.

The Officio Assassinorum also maintains patronage over numerous minor assassin temples and death cults."

So, let's get crackin' 40k Terra!
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Last edited by Inquisitor Rosenadel; 11-18-2006 at 07:30 PM.
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Old 11-19-2006   #3 (permalink)
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Excellent, the pistol rule is great and allows some different models to be made without the need to have X amount of models
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Old 11-19-2006   #4 (permalink)
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Default Venenum Temple Assassin

Here is an idea for a gunslinging poison assassin.

WS4
BS5
S4
T4
W2
I5
A2
Ld10
Sv4+

-Castor: Needle Pistol with AP5 (since there was no normal pistol mod, I took the 2 pt difference between the AP6 and AP5)
-Pollux: R12" S4 AP4 Pistol, Blast

Comes out to 91 points. The Needle Pistol is obvious for poison, but I thought something that represented a weaker Hellfire round was also in order.

Suggestions for upgrades:
Long-barreled: pistols get +6" range
Fast Shot: may fire pistols as if hey were standing still OR may fire two pistols at once
Blast: I just realized that "template" upgrade is for the flamer template... in which case I think the blast template should be included... oops...
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-Inquisitor Mathias Rosenadel

Last edited by Inquisitor Rosenadel; 11-19-2006 at 05:40 PM. Reason: Venenum Assassin would be better than this...
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Old 11-19-2006   #5 (permalink)
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cool ideas, though the venenum is really a proper temple assassin so would ahve the better profile and wouldnt be DIY.

i like the ideas for the upgrades. there are quite a few lined up already. they just need posting... Coteaz
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Old 11-19-2006   #6 (permalink)
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Nice work on this guys! I really think it's great! Can any IoM army take them?
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Old 11-19-2006   #7 (permalink)
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theyre house rules... you do what you damn well like!
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Old 11-19-2006   #8 (permalink)
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Quote:
Originally Posted by Killermoose View Post
Nice work on this guys! I really think it's great! Can any IoM army take them?
I think technically as long as you've got an Inquisitor in there, but as DeAd_cOmMaNdO said, they're house rules!
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Old 11-19-2006   #9 (permalink)
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Ok, thats cool. Thanks!
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Old 11-19-2006   #10 (permalink)
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I went for a half way point in stats between temple stats and DC stats, and minus the DC's power weapons they came down to around the DC's per-model points.
The other equipment/mod rules will need a while to crank out. and the two temples would be another whole dev thread. These assassins are meant to be all your various types of non-regular mercenary/officio assassins or just really good killers that fit the profile of "assassin" they can be psycopaths, mercs, outlaws, and some of the "smaller" cults and temples [all of which th officio and th inquisition recruit from]
They aren't "THE BEST" as the 4 or 6 major temples, so have less stats, but they are obviously going to be experienced killers and would be slightly better than DC
__________________________________
UPDATE:
Guns (this is a small DIY within a larger one, you can configure your gun as below; note that due to the nature of these guns, they are customized to achieve their statline, so unlike some of the guns available (plasma, hell, las, bolt) these aren't mass produced, which means the exact same statline might not cost the same amount of points. Represents the completely custom-built-and-catered exotic nature of the weapons) [note that there will be a separate DIY for grenades]:

*I SWEAR I WILL BOIL THE NEXT GUY THAT SAYS ASSASSINS SHOULD GET ORDNANCE/LARGE BLAST/LANCE/BARRAGE WEAPONS*

Basic (I'm using Bolter stats for this, because anything weaker is, well, not cool for an ASSASSIN, unless you want to take generic)
Range: 24"
S: 4
AP: 5
Type: Rapid Fire
PTS: 1 pts

Upgrades: (note that if the upgrades poinst modifiers take the total down to 0, then the total points is still 0) [these upgrades can also be modded to existing pistols, when doing so the AP and S mods count as another +3 pts for every increase on its profile or -3pts for every decrease, cap at S3-8]

Type:
Assault 1 ( +5 pts)
Heavy 1 ( +5 pts)

Type Upgrade:
Assault +1 [up to a maximum total of Assault 4] ( +5 pts/each)
Heavy +1 [up to a maximum total of Heavy 3] ( +5 pts/each)

Range:
Template +10 pts

Range Upgrade:
[must not be template, cannot exceed 36"]
+6" ( +10 pts/each)

Armour Penetration:
AP 1 ( +12 pts)
AP 2 ( +9 pts)
AP 3 ( +6 pts)
AP 4 ( +3 pts)
AP 5 ( 0 pts)
AP 6 ( -2 pts)
AP - ( -3 pts)

Strength:
S 3 ( -3 pts)
S 4 ( 0 pts)
S 5 ( +3 pts)
S 6 ( +6 pts)
S 7 ( +9 pts)
S 8 ( +12 pts)

Additional Rules:
[May take only ONE of the following]
Gets Hot! ( -5pts)
[May take only ONE of the following if the weapon is Assault 1/2 or Heavy 1/2]
Melta ( +9 pts)
Rending ( +15 pts)
Blast ( +15 pts)
[May take only ONE of the following if the weapon is Heavy]
Sniper ( +12 pts)
Pinning ( +9 pts)

Special Upgrades:
[May take ONE of the following, if haven't taken any of "rending, blast, sniper, melta"]
Viral ( +20 pts) [wounds ONE species models on 2+, determined before the battle and may not be changed, does not affect allies unless of same species (note that in ALL instances any SM are not the same species as any "normal" humans such as IG, techpriest engineseers, etc) and does not affect vehicles]
- if Assault or Heavy then shot-number must be 2 or less
EMP ( 15 pts) [nothing special against non-vehicles. allows reroll of any glancing or penetrating hit result on the tables, must accept second result]
- if Assault or Heavy then shot-number must be 2 or less
Shock-Bang ( 25 pts) [Vehicles automatically suffer a Crew Shaken result, in addition to any other results. Any unit with a majority of single-wound non-vehicle models must make a toughness check at D6 (equal to or under is a pass) or may not shoot or assault in the following turn, and moves D6 inches instead of 6 inches]
- if Assault or Heavy then shot-number must be 2 or less
Tracer ( 5 pts) [one shot per turn per DIY gun that has a "Heavy" type may fire a tracer round, that allows for reroll of the Sight for Night Fight]
- no limiter

Combine: You may combine one gun per assassin with one pistol, as listed in the pistol DIY rules.
__________________________________
also: DIY weapons note added at bottom of the original thread post
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