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Icewalker
15-10-2005, 13:31
I was wondering who here would be interested in helping me make rules for the other 2 assassins (venenum and I forgot the 6th one). Who's with me? I'm still working on the rules part, but they are no where near completion.


EDIT: profiles, courtesy of Ouroboros:
Venonum

Same statline

Weapons: poison blades and needle pistol

Infiltrate: as per all assassins

Invulnerable: ditto, 4+ save

Poison chalice:A Venonum assassin is an absolute master of all manner of poisons and toxins. Contained within the arcane workings of the poison chalice are thousands of genetic profiles and biological scans of virtually every type of xenos the Imperium has ever ecountered over the course of its long history. With this knowledge at his disposal the Venonum assassin is able to mix specific toxins optomized to kill any given foe he may encounter.

A venonum assassin's attacks, both in shooting and in close combat, will always wound, no roll to wound is necessary. In addition roll a d6. On a result of a 4+ the model wounded will suffer instant-death regardless of how many wounds it actually has remaining. Armour and invulnerable saves may be taken as normal.

There's something in the food!: Roll a d6 for each enemy unit at the begining of the battle before forces are deployed. On a roll of a 1 the unit suffers d6 str 2 hits with no saves of any kind allowed. Units which suffer casualties as a result of this effect will also start the game in reserve on a D6 roll of 4+.


Vanus

Same statline as always

infiltrate: yadda yadda

invulnerable: yadda

wepons: Inferno pistol, powerfist, meltabombs, frag and krak grenades, rad grenade.


Booby traps:The Vanus assassin is skilled with explosives including explosive traps.

At the begining of the game before forces are deployed the vanus player must secretly nominate a single piece of terrain, this is where the vanus has laid his trap. This terrain feature must be something with distinct boundries on all sides, no picking the river that intersects the table or the grass that covers it.

If any enemy unit should ever move into this terrain feature at the begining of their shooting phase the traps will detonate! Every model in the unit suffers a wound on a D6 roll of 4+ at ap5. Invulnerable saves may be taken as normal. Vehicle's which activate the booby traps will take D3 strength 6 hits to their rear armour. Remove the terrain feature from play.

Rad grenade: rng 8" str - ap- assault 1

Used now almost exclusively by the vanus temple of assassins, the deadly rad grenade is a relic from an ancient age. A device which few still know how to construct and which was rarely seen on battlefields even many millenia ago.

To use the rad grenade first nominate a target. This may be a patch of ground or terrain it need not be a model. After nominating a target roll the scatter dice +1D6 to determine where the grenade lands. This location should be marked with a suitable counter and left in play for the time being. At the end of the players shooting phase the grenade will release a deadly pulse of radiation! Roll 2d3 to determine the radius of the pulse generated. Any model who's base falls even partially within this area must roll 1d6 and score under it's toughness. If the test is failed the model is wounded and must make an armour save. A roll of 6 always fails. Enclosed vehicles which move into the radiation template will suffer a glancing hit on a d6 roll of 4+. Open topped vehicles will suffer a penetrating hit on a 4+.

If the owning player rolls a double when determining the radius of the radiation pulse then the grenade has exhausted its power supply and the token is removed from play after resolving the effects of that final pulse. On any other roll the grenade token remains in play and its effects are rolled for again at the end of the player's next shooting phase.

Hlokk
15-10-2005, 14:09
Yeah, I'll have a go

The other assassin is Vanus, and try as i might, i cannot find any info about him

Tomasaurus
15-10-2005, 14:19
Venenum uses Poisons to kill, Vanus uses demolitions.

Icewalker
15-10-2005, 14:23
Cool. Sounds like a start. I'll get to it.

So howabout, the Venenum dude counts as having power weaps. and re-roll failed wounds, and polymorphine.

Vanus I'm gonna need some help on since I thought he was another cc dude. Please help.

wilting_laughter
15-10-2005, 15:18
Vanus could carry something similar to demolition charges (except lesss suicidal) and all different types of grenades.

Venenum could use close combat attacks that always wounds on 4+ or 2+ or something.

Helicon_One
15-10-2005, 21:33
Where's the idea of Vanus being demolitions-based come from? I'd not heard that.

Venenum should be a behind-the-scenes assassin, really, an expert poisoner should get to the enemy leader through his food/water/air, he doesn't have much place on the battlefield IMO.

Tim

Icewalker
15-10-2005, 23:48
Where's the idea of Vanus being demolitions-based come from? I'd not heard that.

Venenum should be a behind-the-scenes assassin, really, an expert poisoner should get to the enemy leader through his food/water/air, he doesn't have much place on the battlefield IMO.

Tim
How about something like this.

The Venenum.

SPECIAL RULES:
Lord of Poisons: Often times being employed behind enemy lines, they sometimes poison certain different targets in an attempt to kill or weaken enemy leaders to help decrease enemy morale. after deployment but before rolls for first turn are taken, the player controling the Venenum chooses an enemy independent character. On a role of 4+, the enemy character starts with 1 less wound than normal. If this would kill the independent character, treat this as -1 strength instead.

Poison Touch: The venenum's blood consistantly pulsates lethal poisons throughout it's body. Anything it touches is immediatly infected by the venom within it. To represent this, the Venenum counts as rending but on a 4+ rather than the normal roll of 6. (either this or re-roll and wounds on 3+).

Polymorphine: Same as Callidus Polymorphine.

Vanus:

SPECIAL RULES:
Master of ballistics: may re-roll for armour penetration. May roll 3D6 when checking for armour penetration. may re-roll missed shots.

enhanced senses: +6 BS (so effectively has a bs of 6; why not make him look nice on paper).

grenadier: has the following grenades/bombs:
frag grenades
melta bombs
krak grenades
vanus bombs (if any wounds inflicted on enemy units must take pinning test; str: 5 ap: 3 assault 1 small blast rng: 6")

Zark the Damned
16-10-2005, 08:45
Venenum should not have Polymorphine, that is the specialty of the Callidus temple.

IIRC they have a nifty thing called the 'Poison Chalice' - a surgically implanted unit full of nasty chemicals which they control with their mind to concoct their own poisons.

Just make him would in CC on a 2+ (greater poison universal rule) and give him a needle pistol or rifle (again with greater poison).

Puffin Magician
16-10-2005, 11:14
Does the Venenum Temple also not emphasize silence? I thought I read somewhere that they use blow-darts and other silent weapons rather than just poison.

Poisoned Weapons [wound on a 2+, armour saves allowed] and a Needle Pistol sounds fairly accurate to me. Perhaps different types of blow-darts similar to the Vindicare's alternate bullet types?

Vanus - Frag & Meltabombs, 1 Demolition Charge. +1 to AP rolls vs. Buildings & Bunkers.

They'd also need additional rules to keep them on par with [or a little bit better than] the 4 current Assassins.

Icewalker
16-10-2005, 22:04
Does the Venenum Temple also not emphasize silence? I thought I read somewhere that they use blow-darts and other silent weapons rather than just poison.

Poisoned Weapons [wound on a 2+, armour saves allowed] and a Needle Pistol sounds fairly accurate to me. Perhaps different types of blow-darts similar to the Vindicare's alternate bullet types?

Vanus - Frag & Meltabombs, 1 Demolition Charge. +1 to AP rolls vs. Buildings & Bunkers.

They'd also need additional rules to keep them on par with [or a little bit better than] the 4 current Assassins.
Thank you Puffin Magi. I'll add that in. Thank you Zark as well.

Equiptment: Venenum
Needle Pistol: Wounds on 2+ automatically, armour saves allowed. has 3 different kinds of rounds (need help with names):
1: 1 wound inflicted w/out armour save
2: on roll of 5+, auto kill if wounds and fails armour save
3: (help w/ a third one plz)
rng: 12" str: X AP:6 pistol
Poison Chalice: wounds on 2+. armour saves allowed.
Poison darts: rng:18" str:x (wounds on 2+ ap: - hvy 1 (counts as sniper w/ wounds on 2, range 18: requires precision to fire so -1 to hit rolls)

Equiptment: Vanus
Frag & Melta bombs: +1 on armour penetration against buildings/bunkers.
1 Demo charge
Vanus bomb: can be set off at any time in battle. bomb is placed after all units have been deployed including infiltrators. place anywhere in a terrain feature (you don't need to warn your opponent of bombs location, but they must be aware of the presence of the bomb on the field at the beginning of the game). when contact with an enemy unit (or friendly unit) is made with the bomb, the bomb is set off. place the large blast template over the base which is over the location of the bomb. the models partially/completely covered by the large blast template suffer a str: 10 AP: 1.

Inquisitor Maul
16-10-2005, 22:33
Vanus Assassin

Special rules: Someone set us up the bomb!

:D

Zark the Damned
17-10-2005, 10:12
Instead of speacial rounds, why not give his Needler the Rending rule? Heck, you could do the same in close combat.

Personally, instead of a Pistol and a Blowgun, I would give him a Needle Rifle. Say: Range 30" Rapid Fire Str X Rending, Silenced (does not alert sentries unless it fails to drop one).

Special Rule:
Contaminated Supplies: The Assassin releases a Venom into the food supply of the opposing army. Treat this as a Preliminary bombardment. (even against Necrons, Nids etc.)

Master of Poison: The assassin can mix potent venoms within the Poison chalice, with a variety of nasty effects. These poisons can be distilled and fired from the Needle Rifle through tubes bio-implanted in the Assassin. Whenever the Assassin causes a wound on an enemy (and that wound is not saved), choose one of the following stats: WS, BS, STR, A, I. That stat is reduced by 1 for the remainder of the battle. (e.g. the Venenum assassin successfully wounds an Ork Warboss with his Rifle. In order to dent his combat effectiveness, he chooses a poison which reduces the Warboss's attacks by 1). No stat can be reduced below 1 this way. In case of causing multiple wounds, you may pick the sams stat multiple times.

sigur
18-10-2005, 09:44
Good idea with the preliminary bombing. I was thinking about something similar, but treating it as PB ist an elegant solution.

I think that there should be the option of either poisoning the whole enemy force (poisoning water/food/shroom beer/...) or poisoning an enemy character (all enemy characters?). On a 3+, the model loses ...something. Maybe we could make up a table with the consequences of the poisoning?

1.) attempt fails
2.) hallucinating - WS reduced by 1
4.) slight paralysis - Initiative reduced by 1
5.) surdity in arms/legs - Attacks reduced by 1
6.) diarrhoea - Must take a Ld-test each turn. If he/she/it doesn't pass, the model moves 2d6" towards the next cover and counts as pinned for the rest of the turn. Also works against fearless opponents.

Well, something like that.


edit - few hours later:

I thought of some special rules and equipment such assassins could have:

VENUEVUM 110[?]:
Neurotoxininjector - (close combat weapon), wounds on 3+, armour/invul saves allowed (no feel no pain)
Needle pistol - 12", S X/AP -, wounds on 2+, Pistol
Needle Rifle - 24", S x/AP 4, hits on 4+, wounds on 2+ Heavy 1*

*) special poisons (1 dose each)

.) "Boiler" (:rolleyes: ): Killed model swells up and detonates in an explosion of boiling hot blood and body parts. Place 3" template over the wounded model, all models that are hit take a hit with strength equal to the killed model's toughness and AP -.
.) Instakill poison?
.) Paralyzing venom: Hit model counts as pinned for the next turn. If it is part of a unit, the whole unit may move and act as normal, but must keep coherency with the stunned model.

Special Rules:
Poisoned supplies - Functions like a preliminal bombardment (as Mr.Zark said)
"Poisioning of the leader" - See above table [We could make the Supply Poisoning and the Leader Poisoning an either-or choice]
Poison Imunity - All poison-based weapons fail to wound the Assassin (very vague, I defined it was weapons that ignore T to wound but wound on X+)


DEMO-ASSASSIN (even forgot the name, sigh...) - 120pts [?]:

Maybe a 4+ armour save because he/she has to do with explosives more often?

Vesuvio grenade launcher: 18" or 24" S6/AP3 blast assault1
Frag G.
Krak G.
Melterbombs
1 Demo Charge (if the charge scatters, the player may roll 2d6 instead of one and chooses the outcome she/he likes more. [We could also change this to "may re-roll the scatter dice once"
Stasis Grenade [for nostalgica's sake] - reduces the attacks of enemy models inbase-to-base contact with the Assassin by 1 (or 2 maybe? 1 would make it even worse than photon grenades IIRC) to a minimum of 1

Cortexbomb?
Powerweapon?
Boltpistol with Silencer?

Special Rules:
.) Route of transportation destroyed - The assassin destroyed a vital road/airfield/bridge to slow down the enemy force before battle. Roll a d6 for every enemy unit on the table - all units that score a 6 must start in reserve.

.) Booby Trap: Before battle, the player chooses a piece of terrain and takes a note of it on a sheet of paper. If any enemy unit enters this piece of terrain, the first model to enter triggers the trap. Place the small explosion template over this model. Any model hit by the explosion takes a hit with S5/AP5.



These are all just things that came to my mind while thinking about these assassins. I like the special rules influencing the enemy force before battle as this is the phase in which assassins really act. They aren't exactly "battlefield personell". The stats may not be balanced and all; this is where you guys who have more experience at balancing things come in. ;)

He Who Laughs
21-10-2005, 06:03
THis is all sounding cool, but I thought I'd point out that the Vanus Temple does not specialise in demolitions - it specialises in Sabotage. Slight difference. While the booby trap ideas are cool - I don't think they should be limited to this, nor should the Vanus be a Rambo, peppering the enemy with HE grenades from a distance - his work is done mainly before the battle takes place. sigur's "Route of Transport destroyed" is along the lines I'm thinking of - perhaps having other rules like:

"Timed charge/Motor pool sabotage" - one (or all) enemy vehicle(s)s take some form of test (either at start, during the game, or once per turn), if it's failed the vehicle is annihilated.

"Gun spike" - a particular artillery team or weapon with Ordnance rule has been tampered with, and is now prone to catastrophic malfunction - roll a D6 every time it fires, on a roll of 1 the gun detonates spectacularly - removing the ordnance weapon/gun/artillery team and causing a penetrating hit on the vehicle (if vehicle mounted)

"Fuel dump sabotage" - The enemies supply dumps have been sabotaged, leading to fuel shortage. Roll D6 for each vehicle in army every time moves. On a roll of 1, it's run out of fuel and is immobilised for rest of game.

"Ammo dump sabotage" - The enemies ammo dump has been sabotaged, leading to a shortage of ammo. Every time after a special or heavy wepon fires, on a roll of 1 on a D6 it has run out of ammo - and the weapon is no longer usable, the owner must really on sidearms for the rest of the battle.

Perhaps he can also lay X amount of Catachan style booby traps around battlefield? And can add more each terrain piece he sits in a turn? (as mentioned by others)

These can be pretty powerful, so the Assassin can probably only choose one of the major sabotage options - and then have some minor ones as well.

Though - as all this happens before the battle, the opponent needs some incentive to kill the Vanus - perhaps after he's been killed, the opponent gets a 4+ special save vs any of the booby traps or sabotage attempts that haven't been triggered in the game so far, as the enemy is now aware that there is a higher risk of boody traps etc on the battlefield, and thus is more wary now?

As for the Venenum - again it should be indirect, and largely pre-game - with the Assassin only being armed with short-range albiet powerful super-toxin blowguns etc and poisoned knives and garottes (good vs Sentries?) and with various poisions (Gotta have Shrieker ammo poison :evil:.)
Prelim-bombard style virus/poison is a top idea - and Toughness/Strength/Iniative tests for Independent Characters otherwise reduced stats is good too.

Although, again - incentive is needed to kill Assassin. Perhaps the Venenum carries antitode to Independant Characters stat reduction, and once the Assassin dies, the character returns to normal statline? Venenum needs polymorphine too - as it specifically states it the background that they use it, although not to the extent of Callidus.

sigur
23-10-2005, 02:31
That's really also the way I'm thinking about those Assassins; and what fluff indicates about Assassins in general; they aren't really "battlefield operatives" or what kind of funky military term fits. They work alone, far off the battlefield because their job is basically to avoid direct, open battles and battlefields.

Maybe Assassins should be working more like strategy cards back in 2nd edition. Something that hits you before battle, but this would lead us too far away from the idea of this thread and is worth opening another thread maybe.

Anyway, I was also thinking of something like vehicle sabotage before battle. How about altering He who Laughs' idea a bit to tone down the "vehicle anihilated" thing and to make the Assassin a bit more than a pre-game vehicle killer: All enemy vehicles have to roll a d6 - if a 1 is scored, they have to roll another d6 and consult some "hit"-table (either penetrating or glancing; not sure).

I also thought about using the Catachan boobie trap-rules but I didn't have Codex Catachan at hand when writing down the ideas so I didn't bother with them.:p

By the way, where do you guys have the information about those two shrines from? Codex Assassins (it's on it's way to me at this very moment; 1,50 on ebay, yay!:) ) or is there another source?

Kensai X
23-10-2005, 21:46
Actually nobody really knows what Vanus is at all, but the it's the common assumption that sense the Demolitions role has yet to be taken that it's the role a Vanus Assasin would play on the battlefield...

As far as making rules for the Vanus where'e the good ol' Vortext Grenade??? Those were always so much fun...

He Who Laughs
23-10-2005, 23:22
Until you decided to throw it at a Vortex Detonator armed vehicle :eek:

The bit of info on the Venenum comes from the original Assassins mini-dex (from 2nd ed if memory serves, but there might be something in the one you've ordered) and the rest comes from Rogue Trader -although that info is easily found if you google for the "fluff bible". The Vanus - thats a really good question, I think its also in either one or both of the Assassin mini-dexes - but the entirety of the info is just something like ".. and the Vanus Temple, specialising in sabotage actions".

On a lighter note, I wonder what other Temple specialties you could come up with...? I've got one...
T'oopak Temple - specialises in drive by shootings

errr, sorry... back on topic now...

Gavmo
24-10-2005, 02:01
How about the Wel' Fair Assassin?:evilgrin:
Has a toxic spit attack in hand to hand combat.
Ability to steal one of the enemy's vehicles, but has a high chance of crashing it.
Low leadership, toughness and strength. Due to it being scungy and generally unhealthy.
Has a 4+ "It wasnt me!" save.
Has a "swarm" ability. His friends appear out of nowhere to assist in hand to hand. Then disapear just as quickly.
Has a "hood of invisibility." Makes him harder to hit.
Suffers from the "get hot" rule due to his excessive clothing and wearing of 20 hats.
Can bring down enemy leadership with a special ability known as "Tagging."
Own army must take a test at the start of the game to resist the urge to shoot him themselves.
Must take "stupidity" tests.
:evilgrin:

sigur
24-10-2005, 17:34
@He who laughs: It was the 2nd edition minidex I was getting on ebay. 3rd edition "Codex Assassins" was just a WD/CA article in summer 1999, but they didn't change any of the rules in the Inquisition codices if I remember correctly.

Icewalker
29-10-2005, 20:11
A big thanks to Sigur. Here are rules:

VENUEVUM 110[?]:
Poison Chalice - (close combat weapon), wounds on 3+, armour/invul saves allowed (no feel no pain).
Needle pistol - 12", S X/AP 6, wounds on 2+, Pistol
Needle Rifle - 24", S x/AP 5, hits on 4+, wounds on 2+ assault 1

Special Poisons (1 dose each):

"Boiler": Killed model swells up and detonates in an explosion of boiling hot blood and body parts. Place 3" template over the wounded model, all models that are hit take a hit with strength equal to the killed model's toughness and AP -.

Instakill poison: This shot requires very focussed aim and can give away the position of the Assassin. It hits on a roll of 4+. It will automatically wound, but it is such a precise shot that armour saves are allowed. Roll for armour saves, if failed the model dies from the highly toxious poisons and is immediatly removed as a casualty.

Paralyzing venom: Hit model counts as pinned for the next turn. If it is part of a unit, the whole unit may move and act as normal, but must keep coherency with the stunned model.

Special Rules:
"Poisioning of the leader" - See above table [We could make the Supply Poisoning and the Leader Poisoning an either-or choice]
Poison Imunity - The following weapons cannot harm the Venenum in anyway: Needle of Desire, Needle Pistol/Rifle, any gifts of nurgle, Nurgle Minor Psychic Powers.

Poisoned Supplies: Before rolls for first turn are taken, the Player w/ the Venenum rolls a D6 for up to 3 units of the player's choice (cannot choose anything with a armour value). Necrons, Daemons, Eldar Avatars, Followers of Nurgle (anything w/ the Mark of Nurgle), Dark Eldar Talos, Warp Beasts, Grotesques, Asdrubael Vect, and Eldar Wraithlords and Wraithguard.
1.) attempt fails
2.) hallucinating - WS reduced by 1 (minimum of 1)
4.) slight paralysis - Initiative reduced by 1 (to a minimum of 1)
5.) surdity in arms/legs - Attacks reduced by 1 (to a minimum of 1)
6.) "I think I'm gonna be sick!": Unit takes an LD test at the beginning of every turn. If failed, flees towards the nearest piece of cover (even if it would take them closer to the enemy or into territory occupied by enemy units) and will count as charging. If they lose combat, they will automatically flee.

Polymorphine: Same as callidus

VANUS 120pts:

Vesuvio grenade launcher: 18" or 24" S6/AP3 blast assault1
Frag G.
Krak G.
Melterbombs
1 Demo Charge (if the charge scatters, the player may roll 2d6 instead of one and chooses the outcome she/he likes more.
Stasis Grenade - reduces the attacks of enemy models inbase-to-base contact with the Assassin by 2 to a minimum of 1

Neurobomb (better name plz): Place in a certain piece of terrain after terrain has been set up (make a note of where it is). Every model that enters it must take a Ld test on a -2 modifier or lose a wound (no armour saves and no invulnerables). Only goes off once. If one of your units enters the piece of terrain w/ the Neurobomb, they set it off and must take an Ld test.

Boltpistol with Silencer: Will never set off the alarm in a raid.
Rng: 18" Str: 4 AP: 4 Pistol

Special Rules:
Route of transportation destroyed - The assassin destroyed a vital road/airfield/bridge to slow down the enemy force before battle. Roll a d6 for every enemy unit on the table - all units that score a 6 must start in reserve.

Booby Trap: Before battle, the player chooses a piece of terrain and takes a note of it on a sheet of paper. If any enemy unit enters this piece of terrain, the first model to enter triggers the trap. Place the small explosion template over this model. Any model hit by the explosion takes a hit with S5/AP5.

Broken guns: The Vanus is a master of sabotage. Often times he is sent out to destroy roads or take out cannon emplacements and all other assorted types of tasks. If the enemy has any kind of vehicle (armour value must be present on the model), on a roll of 4+ it will start off in reserve as they have to repair the sabotaged vehicles. You may also wish, on a roll of a 6, the vehicle cannot move or shoot in the first turn. You can use one or the other, but only one on one tank. You may only select a maximum of 2 vehicles.

For example: you roll a 4 and you wished to have the Leman Russ start in reserve, the leman russ is in reserve.
You want to have a leman russ dem. to not be able to move or shoot, you roll a 5 and the Vanus failed to do his job right.

Input please.

Puffin Magician
30-10-2005, 00:20
Venenum

Poison Imunity - The following weapons cannot harm the Venenum in any way: ...any gifts of nurgle, Nurgle Minor Psychic Powers.
An assassin being immune to Chaos powers is like a guy who licks 9-volt batteries being immune to a lightning strike. Maybe count this as a part of the 4+ Invunerable Save, total immunity is a bit extreme.

I really like the "Explosive Diahhorea" result of a 6 on the Poisoned Supplies chart; imagine sending 50 Conscripts heading for the bushes in need of new pants...

Maybe make the Needle Rifle 36/48" and Heavy 1; I imagine it more like a Sniper Rifle than a submachine gun.

Vanus

A whole lot of rules
All the disruptive effects are a bit excessive, don't you think? Random units exploding all over the table? Even though only one of these would be used at a time it's a bit much IMO. Allowing the "wary save" is a bit weird, if a bomb is tied to the bottom of your tank it's going to explode whether you're careful or not . It's not an effective way at balancing the unit; just make it less powerful in the first place.


Route of transportation destroyed...
Too much. With some unlucky rolls your opponent's army could be entirely "Reserve-ized" thanks to a single Assassin. How about all Reserve rolls for your opponent are -1?

Statis Grenade: Steal the stats from the Daemonhunter wargear [i]Book of Pain.


Neurobomb...
This is weirdly unique. It seems more like Ordo Hereticus wargear what with it needing to be some kind of Warp/Psyker device, so not entirely fitting for a Sabotage/Demolition's expert.

The Booby-Trap rules are excellent.

Broken Guns, hmm... I'm thinking of something more like; secretly choose an enemy vehicle at the start of the game, and keep track of which one it is. As long as the Vanus is still alive, at any point during the game he may trigger the charges he has placed on the vehicle. You may detonate at the start of your turn, and immediately roll a d6:

1 - Immobilized: The explosion has destroyed the engine/wheels/Agrav/whatever. Skimmers are affected as normal.
2-3 - Weapon Destroyed: The explosion has blown apart a weapon/targetting/loading system.
4-5 - Vehicle Destroyed: The explosion has killed the crew/flipped the vehicle over/etc.
6 - Vehicle Annihilated: The explosion has detonated the fuel and ammunition stores aboard the vehicle. Roll for explosion radius as normal.

Ouroboros
10-11-2005, 18:38
Here's my take on these guys.

Venonum

Same statline

Weapons: poison blades and needle pistol

Infiltrate: as per all assassins

Invulnerable: ditto, 4+ save

Poison chalice:A Venonum assassin is an absolute master of all manner of poisons and toxins. Contained within the arcane workings of the poison chalice are thousands of genetic profiles and biological scans of virtually every type of xenos the Imperium has ever ecountered over the course of its long history. With this knowledge at his disposal the Venonum assassin is able to mix specific toxins optomized to kill any given foe he may encounter.

A venonum assassin's attacks, both in shooting and in close combat, will always wound, no roll to wound is necessary. In addition roll a d6. On a result of a 4+ the model wounded will suffer instant-death regardless of how many wounds it actually has remaining. Armour and invulnerable saves may be taken as normal.

There's something in the food!: Roll a d6 for each enemy unit at the begining of the battle before forces are deployed. On a roll of a 1 the unit suffers d6 str 2 hits with no saves of any kind allowed. Units which suffer casualties as a result of this effect will also start the game in reserve on a D6 roll of 4+.


Vanus

Same statline as always

infiltrate: yadda yadda

invulnerable: yadda

wepons: Inferno pistol, powerfist, meltabombs, frag and krak grenades, rad grenade.


Booby traps:The Vanus assassin is skilled with explosives including explosive traps.

At the begining of the game before forces are deployed the vanus player must secretly nominate a single piece of terrain, this is where the vanus has laid his trap. This terrain feature must be something with distinct boundries on all sides, no picking the river that intersects the table or the grass that covers it.

If any enemy unit should ever move into this terrain feature at the begining of their shooting phase the traps will detonate! Every model in the unit suffers a wound on a D6 roll of 4+ at ap5. Invulnerable saves may be taken as normal. Vehicle's which activate the booby traps will take D3 strength 6 hits to their rear armour. Remove the terrain feature from play.

Rad grenade: rng 8" str - ap- assault 1

Used now almost exclusively by the vanus temple of assassins, the deadly rad grenade is a relic from an ancient age. A device which few still know how to construct and which was rarely seen on battlefields even many millenia ago.;)

To use the rad grenade first nominate a target. This may be a patch of ground or terrain it need not be a model. After nominating a target roll the scatter dice +1D6 to determine where the grenade lands. This location should be marked with a suitable counter and left in play for the time being. At the end of the players shooting phase the grenade will release a deadly pulse of radiation! Roll 2d3 to determine the radius of the pulse generated. Any model who's base falls even partially within this area must roll 1d6 and score under it's toughness. If the test is failed the model is wounded and must make an armour save. A roll of 6 always fails. Enclosed vehicles which move into the radiation template will suffer a glancing hit on a d6 roll of 4+. Open topped vehicles will suffer a penetrating hit on a 4+.

If the owning player rolls a double when determining the radius of the radiation pulse then the grenade has exhausted its power supply and the token is removed from play after resolving the effects of that final pulse. On any other roll the grenade token remains in play and its effects are rolled for again at the end of the player's next shooting phase.

Icewalker
11-11-2005, 00:58
Ouroboros:I love those rules. Only problem: how many points do those buggers cost?

Ouroboros
11-11-2005, 13:15
Probably about 90-100ish for the Venonum and around 120-140 for the Vanus.

The first one's mainly a character killer, the second one pretty much the opposite.

Icewalker
11-11-2005, 14:40
Probably about 90-100ish for the Venonum and around 120-140 for the Vanus.

The first one's mainly a character killer, the second one pretty much the opposite.
So I've gathered. Thanks Ouroboros. Nice rules.

Anvils Hammer
14-11-2005, 21:39
i think the vanus should definatly carry vortex grenades, perhaps one vortex grenade, which is an ordanace blast with the same stats as a wraithguards gun.

also the vanus should be able to throw grenades, i definatly like the inferno pistol idea.

Icewalker
14-11-2005, 22:02
i think the vanus should definatly carry vortex grenades, perhaps one vortex grenade, which is an ordanace blast with the same stats as a wraithguards gun.

also the vanus should be able to throw grenades, i definatly like the inferno pistol idea.
Sounds like a good idea. I'll give it a shot. I'll play test and see how it goes. Thanks for your help guys.

Anaxagorax
26-11-2005, 20:05
Venenum should not have Polymorphine, that is the specialty of the Callidus temple.

One of the few things mentioned in the fluff about Venenum Assassins is that they use Polymorphine.

Nothing whatsoever apart from the name has ever been written about Vanus Assassin temple in the fluff. I don't really see why people think they should concentrate about sabotage, there's a whole organization called Officio Sabatorum that already does that and what has sabotage to do with assassination?

:) Anax

Icewalker
29-11-2005, 21:51
One of the few things mentioned in the fluff about Venenum Assassins is that they use Polymorphine.

Nothing whatsoever apart from the name has ever been written about Vanus Assassin temple in the fluff. I don't really see why people think they should concentrate about sabotage, there's a whole organization called Officio Sabatorum that already does that and what has sabotage to do with assassination?

:) Anax
Good point. Well, sabotage can help in an assassination or can cause a malfunction in some material and cause the target to die. I don't know, it ccalls for a creative mind (in my opinion). It's a good arguement. I don't know how to combat this. Anyone have any ideas?