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Assassins
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Old 19 Apr 2007, 02:57   #1 (permalink)
Shas'La
 
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Default Assassins

after reading the assassins codex on the red elf site, i have decided to write up a full codex on them so you can play them as an army in thier own right. does anybody have any ideas?

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Old 19 Apr 2007, 03:02   #2 (permalink)
Ethereal
 
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Default Re: Assassins

I don't understand. They never really work together, which sort of defeats the point of an army. It seems like you would be better off just writing scenarios for them.
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Old 19 Apr 2007, 07:49   #3 (permalink)
Shas'La
 
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Default Re: Assassins

personally, i think that they work fine together.

†Slyca†
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Turning and turning in the widening gyre, the falcon cannot hear the falconer; things fall apart; the centre cannot hold; mere anarchy is loosed upon the world...
-W. B. Yeats, The Second Coming.


With sufficient thrust, pigs fly just fine.
-A very clever person

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Old 19 Apr 2007, 20:51   #4 (permalink)
Shas'Ui
 
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Default Re: Assassins

In the old codex, they had a fun little scenario with a bunch of assassins, but really...would you want to play an army of four guys?

The thing is, it's completely unfluffy and doesn't make much sense. Specific assassins are sent out with specific tasks, like a Vindicare to kill a leader or specific target at range, or a Eversor to torch an enemy stronghold or command center.

Sure a few of the guys can have overlapping duties, but the Assassins aren't sent out willy nilly. It takes some petitioning from an Inquisitor to get one of these super elite killers. They're not really all that common.

Basically they have certain purposes and they wouldn't work in big groups. These guys are loners, and if you could take mobs of Vindicare or Callidus assassins how much fun would that be for the opponent? It's really a bit fanboyish to think about, and doesn't fit with the theme of assassin, namely one man killing machines.
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Old 20 Apr 2007, 02:05   #5 (permalink)
Shas'La
 
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Default Re: Assassins

i was thinking about apprentices and also adding more temples

†Slyca†
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Turning and turning in the widening gyre, the falcon cannot hear the falconer; things fall apart; the centre cannot hold; mere anarchy is loosed upon the world...
-W. B. Yeats, The Second Coming.


With sufficient thrust, pigs fly just fine.
-A very clever person

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Old 20 Apr 2007, 02:12   #6 (permalink)
Ethereal
 
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Default Re: Assassins

Well, there are only two temples we don't have rules for, Vanus and Venenum. Venenum uses poison. Vanus's speciality has never been listed, although it has been proposed to be something to do with trap-setting. I believe Wargamer came up with House Rules for both at one point. Apprentices could probably use rules for Death Cultists or something similar.
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Old 20 Apr 2007, 14:01   #7 (permalink)
Shas'Vre
 
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Default Re: Assassins

There could be more kinds of assassins - it's just that they wouldn't be part of the Officio Assassinorum, and so are unlikely to be as good. Like the Death Cultists.
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Old 20 Apr 2007, 18:53   #8 (permalink)
Shas'O
 
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Default Re: Assassins

Slightly off subject, but if you do an assassins codex, why not make them a new Xenos like Predator? Imperial assassins would most probably work alone.
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Old 21 Apr 2007, 06:34   #9 (permalink)
Ethereal
 
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Default Re: Assassins

It doesn't work for the idea you started with, but I would love to see a scenario list for an army attacking one of the Officio Assassinorum Temples (or trying to escape from one). Picture an entire force of a dozen or so lesser Vindicare Apprentices, with a few full Assassins for support and led by some kind of Master Assassin representing an instructor. Sniper Alley taken to an apocalyptic extent. You probably wouldn't stand a chance, but it could be an awesome game trying to hide and escape from so many snipers. Written differently, this idea could work with any of the temples.
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Old 21 Apr 2007, 09:51   #10 (permalink)
Shas'La
 
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Default Re: Assassins

so far, ive got apprentices for 19 Pts each with three to ten, coming with a CCW. then you have to upgrade it to a temple
Vindicare=+5 Pts per model, gain exitus pistol and some stat changes
Callidus=not done yet
Culexus=+8 Pts per model, gain the Culexus rules and some stat changes
Eversor=not done yet
Vanus=gain a trap setting ability (not done yet)
Venenum=+10 gain a pair of poisoned blades and stat changes
so what do you think?

†Slyca†
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Turning and turning in the widening gyre, the falcon cannot hear the falconer; things fall apart; the centre cannot hold; mere anarchy is loosed upon the world...
-W. B. Yeats, The Second Coming.


With sufficient thrust, pigs fly just fine.
-A very clever person

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