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Included in cost of Culexus Assassins
Psychic attacks pass through the wearer as if he were invisible. This provides a 2+ unmodified save against any form of psychic or warp attack: Force weapons, Vortex grenades, Distortion cannons, psychic powers, etc.
Eversor Combat Drugs Special Included in cost of Eversor Assassins only The Assassin may take one dose of these drugs at the beginning of his turn; the drug pack includes enough doses of all drugs to last the entire battle.
Fury The Assassin may triple his movement when he charges (23) or runs (24); a dose of Fury lasts until the end of the turn.
Terminus Until the end of your opponent‘s next turn, the Assassin may carry on fighting and will not explode even if he is reduced to 0 Wounds! However, if the Assassin is reduced to 0 Wounds by the end of your opponent‘s next turn, or at the end of the game, he will explode as normal.
Destroyer During his turn, if the Assassin kills his opponent and uses his follow-up move (33) to enter another close combat (32), he may attack again immediately. After each follow-up move, roll a D6; on a 1-3, the Assassin gets no more attacks this turn; on a 4+, he may fight another combat immediately.
Executioner Rare-2 Points — Eldar only See the weapon profile (250) for more information on this item.
Executor Pistol Special Included in cost of Eversor Assassin See the weapon profile (250) for more information on this item.
Exitus Ammunition Special Included in cost of Vindicare Assassin Exitus Ammunition comes in three flavours, each of which may be used once per game by a Vindicare Assassin firing either an Exitus Longrifle or an Exitus Pistol. Declare whether and which type of Ammunition you wish to use before declaring a target or rolling to hit.
Shield-Breaker Ammunition If the target is protected by a force field of any kind (Displacer, etc) and hit by this ammunition, the field is destroyed for the rest of the game. If the target has no force field, it takes damage as normal from the weapon being fired. There are no exceptions to the field‘s destruction — the Tyranid Warp Field (193), Eldar War lo ck‘s (81) Rune armour and the Psychic Shield (43), Force Dome (45) and Aura of Fire (42) psychic powers can be destroyed by a shield-breaker round.
Turbo-Penetrator Ammunition Incurs a –6 save modifier and inflicts 2 Wounds. When rolling for armour penetration, roll the normal penetration dice and double the result.
Hellfire Ammunition Affects living targets just like Imperium Hellfire (234) shells for the Heavy Bolter (234), except it does not involve a blast marker (29).
Exitus Longrifle Special Included in cost of Vindicare Assassin
See the weapon profile (250) for more information on this item. May use Exitus Ammunition (211).
Exitus Pistol Special Included in cost of Vindicare Assassin See the weapon profile (250) for more information on this item. May use Exitus Ammunition (211).
Eye of the Falcon Unique Points — Imperial Guard Mogul Kamir only Standard Bionic Eye (206).
Fire Axe Unique Points — Eldar only See the weapon profile (251) for more information on this item.
Firepike Uncommon Points — Eldar only See the weapon profile (251) for more information on this item.
Force Axe Uncommon Points — psykers only At the end of the psychic phase (36), one unused Force Card (37) may be stored in the Axe instead of being placed in the discard pile. The stored Force Card may be retrieved and used in subsequent psychic phases. In hand-to-hand combat (32), the Axe increases the wielder‘s Strength by a number equal to his Mastery Level (36), and wounds Daemons automatically with no save possible. The wielder may also expend the stored Force Card to gain an extra +3 Strength and –3 armour save in hand-to-hand combat. Counts as an Axe (230) in close combat.
Force Field Unique
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