Sorry for question spamming
But as the topic says, what stats/talents would a Callidus Assassin have?
Callidus Assassin stats?
all stats (except for int at 45) at 70, unnatural agi x3 and fel x2
skills: acrobatics +20+talented, awareness +20, charm, chem-use+10, climb+20+talented, command, common lore (imperium), concealment +20+talented, contortionist+20+talented, deceive+20+talented, demolition, disguise+20+talented, dodge+20+talented, Forbidden Lore (heresy+10, xenos+10, inquisition, officio assasinorum+20), gamble, inquiry+10, interrogation, intimidate, literacy, medicae+10, navigation+10, pilot, scrutiny+10, search+20, security+20, shadowing+20+talented, silent move+20+talented, sleight of hand+10, speak language (low gothic, high gothic), survival+20, swim+10, tech-use, tracking+20
talentes: ambidextrous, armour of contempt, assassin strike, all weapon trainings (including more common xenos ones, like eldar, ork etc), blademaster, blind fighting, bulging biceps, catfall, chem geld, combat master, counter attack, crippling strike, crushing blow, die hard, disarm, dual strike, fearless, furious assault, hard target, hardy, hatred (target), heightened senses (all), infused knowledge, iron jaw, jaded, leap up, light sleeper, lightning attack, swift attack, lightning reflexes, paranoia, polyglot, precise blow, quick draw, rapid reaction, rapid reload, sprint, step aside, sure strike, swift attack, takedown, true grit, unarmed warrior, unarmed master, unremarkable, unsheakable faith, wall of steel two weapon wielder (all combinations).
Wounds: 25
I might have missed a few things, but that's most of it.
Edited by ElavionI'm guessing that those are stats you've made up yourself rather than anything from an official source? If not, where did they come from? I know the Eversor is in one of the DH books, and the Vidnicare is a player option in DH Ascension.
Edited by SpatulaodoomMade up myself based on the Officio Assassinorum fluff. Also, those guys are incredibly rare (a few dozen across the imperium), and ffg is making them waaay to common. "playable vindicare" is definitely not an actual vindicare, as they spend decades on training, their bodies are pretty much rebuilt from scrath, and their brains are washed so hard there is not even a hint of the previous personality of an Officio Assassin. Bonus points for the fact that they can compete with primarchs in 1v1 combat.
I think you should put their Fellowship to be at least on par with their highest stat. The Callidus Temple specialises in infiltration and espionage, and their agents are shapeshifters. They're rebuilt and drugged up so that they're specifically able to fool and assume the shape of whomever they wish. I'd go Unnatural Fel x2 and leave out the Unnatural Agility rather than just max out their agility. To me they're the most versatile of the Assassins, but they specialise in finding out first where a target is weak, and then striking there.
The Callidus temple does get the distinction of having the only Traitor Primarch kill in the series apart from the Emperor, although by all indications it was a suicide by assassin. On the other hand, the Night Lords have taken to hunting down Callidus assassins in general, and there was one short story where they got the drop on a Callidus assassin and she was just horribly outclassed as she had no surprise, nor way to mount an effective resistance against a Space Marine ambush.
I think you should put their Fellowship to be at least on par with their highest stat. The Callidus Temple specialises in infiltration and espionage, and their agents are shapeshifters. They're rebuilt and drugged up so that they're specifically able to fool and assume the shape of whomever they wish. I'd go Unnatural Fel x2 and leave out the Unnatural Agility rather than just max out their agility. To me they're the most versatile of the Assassins, but they specialise in finding out first where a target is weak, and then striking there.
The Callidus temple does get the distinction of having the only Traitor Primarch kill in the series apart from the Emperor, although by all indications it was a suicide by assassin. On the other hand, the Night Lords have taken to hunting down Callidus assassins in general, and there was one short story where they got the drop on a Callidus assassin and she was just horribly outclassed as she had no surprise, nor way to mount an effective resistance against a Space Marine ambush.
yeah, fixed.
Well, nothing approximately human-sized can survive a barrage of bolter shells without a real armor. Assassins don't carry weapons of mass destruction, they're not supposed to fight armies or even units. An astartes squad will just make her run out of reactions and then she'll die, even though she will still probably kill a few of them if she's at melee range.
I think there was an NPC who was one in the Deathwatch adventure
I think there was an NPC who was one in the Deathwatch adventure
Deathwatch: Final Sanction does in fact list a Callidus Assassin, but...
No Profile is provided for Syndalla as she does not directly aid the Battle-Brothers in their combats
- Final Sanction, pg. 27
Sorry, no dice there. Out of curiosity, to what end would your game include such an NPC? An opponent, a Worf, plot coupon, something else? Depending on her purpose, the Assassin may not need explicit stats.
Edited by Asymptomatic
What would be the special ability for the callidus then?
In Deathwatch "The Emperor Protects" there is a Vindicare Assassin with i think ten Dodges/parries and rerolls Ag tests - if I remember correctly.
The Eversor presented (dont remember the book) has an extra full action per round and regeneration & I think 5 extra attacks?
So Callidus would have something more than shapeshifting i guess?
As for stats appropriate to Rogue Trader (I know some people wouldn't use Ascension to prop a door open, or level a crooked table, much less as a game book, and Deathwatch stuff would have its power creep) Navis Primer hits us with the Culexus Assassin, which could at least give numbers relevant to the framework they might expect you to use in this game. It might fall a bit between "everything in RT is baby's first adventure" and "by the end of the line, they actually started making nasty stuff", but it could be a good baseline comparison; these are, and should be, some of the most heinous monsters, that once were people, your players ever see. These things (OA in general) are what the Imperium sent after Primarchs, and they've repeatedly killed numerous foes just a bit shy of that, usually alone, with no support.
The Callidus should be ridiculous on Fellowship, all the deception and BS skills, and have their polymorphine. I imagine them starting as a little nobody, someone easy to impersonate, because nobody cares about that person, slowly watching for the next step up, learning how they act, who knows what about them, and on, till they replace them. They play this game up the chain, till they are in a good spot, and then they eliminate the problem they came to get. Nothing about how the Callidus works is really based on speed; they will, and accept that they will be infiltrating a given organization for a long time, potentially, like their Vindicare brethren, waiting for the right time to take their perfect shot. If done right, they'll have all the info to curtail the scenario further, eliminate the threat, and be off, possibly turning various elements within upon each other, to further injure the mechanism of their treason.
As I've described, I have a scenario in my head, one that I'd hope to never use, where if a player group went total "let's be a-holes!", the kind that could draw the attention of the Inquisition, and the Imperium, that they might pick one of these up. She'd start small, somewhere aboard ship, working her way up to the second, or so, and then wait for an opportune time where the player in question, and the player she's impersonating are alone, or more or less so, and then spring the trap on the player. The second player wouldn't even know they'e been weird, because the Callidus is that good at impersonation. Now, he or she is fighting a Callidus Assassin in close quarters, and is probably toast. This would only come after NUMEROUS in game and out of game warnings that behavior is earning enemies, and only after several lesser attempts have failed, but a fun way to remind the RT that, no matter how powerful they think they have become, there is always someone who can knock them down a peg, or five. The second player is actually alive, restrained somewhere, in the event the Callidus needs something from them, or they are found later. A terrible thing to do to players, even if they are already admittedly terrible characters, to earn this sanction, but it would certainly hi home the feeling of being infiltrated, which is what the Callidus are best at.
Would the Callidus be WS or BS prio? or equal in both?
Ive Always thought of them as a melee wielder.
?? Worf
is that a typo or am I so uncool you have your own words ?
is it a trope reference ?
Edited by Egyptoidis that a typo or am I so uncool you have your own words ?
is it a trope reference ?
To the latter, yes . I use trope jargon on a regular basis.
As for the Assassin's WS/BS lean, I would tailor her to the story's needs. Whether she's a point-blank pistol person or a short-range shanker, I imagine that infiltrator-type assassins would use very small weapons. Boils down to personal preference, really.
Would the Callidus be WS or BS prio? or equal in both?
Ive Always thought of them as a melee wielder.
Probably roughly equal. They have to be proficient with whatever is the weapon-of-choice for the person they're impersonating. in the 40k wargame they wield a pistol and a sword (both of "the best in the imperium" tier, the sword can even cut through energy fields).
Ah, and I'm pretty sure all assassins get "best craftmanship" versions of astartes geneseed (which is not necessarily geneseed, but has similar effects).
Edited by ElavionHer gun is a flamer template, so she possibly only favors BS as much as any flamer operator would. Her sword is cheese, avoiding armor, toughness, and fields, depending on the version you favor.
Her gun is a flamer template, so she possibly only favors BS as much as any flamer operator would. Her sword is cheese, avoiding armor, toughness, and fields, depending on the version you favor.
Last time I checked (and this was a while ago) wasn't her gun some form of neural blaster that attacked leadership (willpower) rather than toughness?
Actually... here check this link out: https://community.fantasyflightgames.com/index.php?/topic/31484-officio-assassinorum/
Edited by WeedyGrotIt's still a neural blaster thingy, but the newest version of it works like a flamer, a template weapon, with jack STR, high AP, and 4+ wounding, like Sniper. I think they realized that, back then, the thing ahe was made to kill was HQs, but with their uniformly high Ld, she struggled, so they made a weapon that SHOULD do well, regardless of what she hits, and can ping the whole squad, rather than just the leader, but is crap against vehicles. Sort of a shame, though, because while she auto-hits (template), ignores armor, and wounds on 4+, regardless of Toughness, she can't instant death, because her gun's STR is CRAP, so she will have to live long enough to hit your Commander 3+ times, and luck-wound him. She is pretty agile, though, so she might make it. If she's not the first thing to slam into a Command Squad, she will probably be the last, as then they are toast.
In the RPG, without sounding like a fanboy, she should be an unassailable killing machine, tearing all but the cheesiest, most ridiculously equipped PC's to bits. This is what the High Lords, themselves send after the worst offenders, and most players aren't as broken as that. Your mileage may vary. I'm on-again/off-again working on a "legit" stat block for a Callidus, as it's the one not presented, yet, so I'll post it when done, and let people pick holes in it, as it will probably still not be uber-broken, like some player characters tend to be.
Okay, here it comes, the silly stat block for the lady who will, if no one else can, kill whatever you throw her at, and probably everyone around her, too. Partly, I used the Culexis Assassin, from Navis Primer, as a baseline, and I borrowed a few things from the Eversor and Vindicare in Ascension, and one or two other little things. She's probably broken, and she's certainly cheese, but that's Callidus for you. Weapon damages are "base", as presented in their books, and some bits are probably wrong; my fault for borrowing from several sources. Still, please enjoy, and know that i know it is cheese.
Callidus Assassin
There may come a time when someone important, a Lord, a Governor, or an Archbishop, takes leave of their faith with Him on Terra, and chooses to walk a path outside the light, and lead their followers with them into damnation, while elsewhere a powerful, or charismatic xenos may marshall their armies for war. To these fools will come a knife in the back, seemingly stuck their by their most trusted confidante, but in reality, by a shapeshifting Callidus Temple Assassin. These peerless killers are crafted to infiltrate any organization, belonging to any race, and be able to wipe out the head, stopping it dead in its tracks. Any amount of time can be spent infiltrating the organization, any information can be recovered, any foe silenced, and when the Callidus leaves, all the enemy’s secrets will be laid bare, before it appears as if the organization’s own did it in.
WS | BS | S | T | Ag | Int | Per | WP | Fel
60 55 42 41 55 41 54 60 64
Movement:
5/10/15/30
Wounds:
30
Armor:
Best Quality Synthskin Bodyglove (All 5).
Total TB:
4
Skills:
Acrobatics (Ag) +20, Awareness (Per) +10, Blather (Fel) +10, Charm (Fel) +10, Climb (S), Common Lore (Ecclesiarchy, Imperia Creed, Imperium) (Int), Concealment (Ag) +20, Contortionist (Ag) +20, Deceive (Fel) +20, Disguise (Fel) +20), Dodge (Ag) +20, Forbidden Lore (Assassins, Eldar, The Inquisition, Orks, Tau), Inquiry (Fel) +10, Interrogation (WP) +10, Intimidate (S) +20, Literacy (Int), Scholastic Lore (Imperial Creed) (Int), Scrutiny (Per) +20, Search (Per) +20, Security (Ag) +10), Shadowing (Ag) +20, Silent Move (Ag) +20, Sleight of Hand (Ag), Speak Language (Eldar, High Gothic, Low Gothic, Ork, Tau) (Int)Survival (Int), Tech-Use (Int), Tracking (Int) +20.
Talents:
Ambidextrous, Assassin Strike, Basic Weapon Training (Universal), Blademaster, Catfall, Chem Geld, Combat Master, Counter Attack, Decadence, Disturbing Voice, Die Hard, Dodge, Enemy (special), Fearless, Hard Target, Hatred (special), Hip Shooting, Iron Jaw, Jaded, Leap Up, Light Sleeper, Lightning Attack, Lightning Reflexes, Meditation, MWT (universal), Mimic, Nerves of Steel, Orthoproxy, Paranoia, Precise Blow, Rapid Reaction, Sprint, Step Aside, Sure Strike, Swift Attack, Takedown, Talented (Deceive, Disguise), Unarmed Master, Unarmed Warrior, Unremarkable.
Traits:
Polymorphine, Temple Assassin.
Special Rules
Polymorphine:
The bizarre, complex drug that is the hallmark of the Callidus Temple Assassins allows them to assume almost any humanoid shape. Shifting takes a Full Action, and the Callidus may not use its Reaction until the start of its next turn. Assuming the form of its intended target requires a
Hard (-20) Intelligence Test
, or risk minor imperfections that might give it away to those familiar with the original. If it fears being discovered, the Callidus Assassin can shift as a Reaction, requiring a successful
Challenging (+0) Toughness Test
. Failure indicates it shifts on its next turn as if it was using a Full Action.
Polymorphine makes anyone a mimic, but it, combined with the skill and peerless training of the Callidus Temple, allows a Callidus Assassin to use their Mimic Talent to replicate any sound or noise they hear. Anyone trying to detect this mimicry suffers a -40 penalty to any appropriate Tests.
While polymorphine does allow the user to alter their appearance, even it does have some limits. Various Callidus Assassins may be modified with implants, or grafts, allowing them to take on bigger, or even more bizarre appearances, such as multiple extra arms. Once modified, these Callidus are unlikely to be able to infiltrate any other race, though some can fold up and, combined with polymorphine. Be concealed within the body. This is also how the Callidus conceal their iconic gear, prior to the moment when they dispatch their target.
Temple Assassin: Callidus Assassins, like all of their brethren, are trained and augmented to be ultimate killing machines. They exist only to eliminate their target, and are built, from the ground up, as it were, to be useful to the Emperor and the power of His Imperium. To this end, they receive a number of extra Reactions equal to their Agility Bonus, though these extra Reactions may only be used to make Dodge or Parry Tests, and only one Dodge or Parry Test may be used against a single attack. Their preternatural grace allows them to attempt to dodge otherwise unavoidable attacks, such as explosions, or a Titan’s descending foot.
Callidus Assassin Wargear
Assassins of the Callidus Temple are known, as much as such a thing can be said, for carrying several unique weapons into battle. With these terrifying tools, they deliver death to those who have betrayed the Emperor, for only in their death may they go before Him, and receive their just punishment.
Neural Shredder
The Neural Shredder is a barely understood piece of technology employed by the Imperium and Eldar Corsairs. As a weapon it does not damage its target in the conventional sense. Nor can it be "targeted" at a specific enemy. Rather, it projects a wave of electromagnetic energy in the direction of fire. This wave is of the same frequency of the central nervous system, overloading brain and nerve receptors resulting in rather catastrophic effects on the creatures within the area of effect. Symptoms undoubtedly range from seizures and convulsions, leading to unconsciousness or even death. As a consequence of its rather specific design, the Neural Shredder is obviously useless against unliving material such as equipment and vehicles, though it passes directly through such objects as if they were not there. Therefore armor is of no protection against a neural shredder, neither are the operators of heavily plated vehicles, or the inhabitants of buildings. The Neural Shredder is a rare and exotic weapon rarely seen in the galaxy, but it is a common armament of Officio Assassinorum agents trained by the Callidus temple, though it can occasionally be seen in the hands of other individuals resourceful enough to acquire one, such as members of the Inquisition. It uses the following profile: (Pistol; 30m; S/-/-; 1d10+6 E; Pen -; Clip 3; Rld Full; Accurate, Neural Shock, Warp Weapon).
Neural Shock:
as Flame, but target's make a Willpower Test, instead of an Agility Test, cannot "catch fire", and the weapon is always considered to hit targets in the head, rather than body.
Phase Sword
The origins of these weapons are a contested, and highly secret matter, but their effectiveness is unquestionable. No armor, nor shield made by Imperial or xenos technology can stand against these bizarre swords. They use the following profile : (Melee; 1d10+5 E; Pen -; Ignore Field, Power Field, Warp Weapon).
Poison Blades
Not every tool carried by the Callidus is a strange marvel, but all are useful toward their sole task; the eradication of their chosen foes. Dipped in poisons with no known antidotes, painstakingly crafted and distilled by the best alchemists of their Clade, these seemingly simple knives are as lethal as anything else the Callidus might choose to use as a weapon. They use the following profile: (Melee; 1d10+3 R; Pen 2; Balanced, Crippling [4], Felling [4], Toxic [5]).
No unnatural characteristics at all?
(Not that it needs it, but just wondering since the other assassins have it, and since it seems a bit of a waste not to use it on these imperiums finest.
And good job by the way, keeping this
Okay, here it comes, the silly stat block for the lady who will, if no one else can, kill whatever you throw her at, and probably everyone around her, too. Partly, I used the Culexis Assassin, from Navis Primer, as a baseline, and I borrowed a few things from the Eversor and Vindicare in Ascension, and one or two other little things. She's probably broken, and she's certainly cheese, but that's Callidus for you. Weapon damages are "base", as presented in their books, and some bits are probably wrong; my fault for borrowing from several sources. Still, please enjoy, and know that i know it is cheese.
Callidus Assassin
There may come a time when someone important, a Lord, a Governor, or an Archbishop, takes leave of their faith with Him on Terra, and chooses to walk a path outside the light, and lead their followers with them into damnation, while elsewhere a powerful, or charismatic xenos may marshall their armies for war. To these fools will come a knife in the back, seemingly stuck their by their most trusted confidante, but in reality, by a shapeshifting Callidus Temple Assassin. These peerless killers are crafted to infiltrate any organization, belonging to any race, and be able to wipe out the head, stopping it dead in its tracks. Any amount of time can be spent infiltrating the organization, any information can be recovered, any foe silenced, and when the Callidus leaves, all the enemy’s secrets will be laid bare, before it appears as if the organization’s own did it in.
WS | BS | S | T | Ag | Int | Per | WP | Fel
60 55 42 41 55 41 54 60 64
Movement: 5/10/15/30 Wounds: 30
Armor: Best Quality Synthskin Bodyglove (All 5). Total TB: 4
Skills: Acrobatics (Ag) +20, Awareness (Per) +10, Blather (Fel) +10, Charm (Fel) +10, Climb (S), Common Lore (Ecclesiarchy, Imperia Creed, Imperium) (Int), Concealment (Ag) +20, Contortionist (Ag) +20, Deceive (Fel) +20, Disguise (Fel) +20), Dodge (Ag) +20, Forbidden Lore (Assassins, Eldar, The Inquisition, Orks, Tau), Inquiry (Fel) +10, Interrogation (WP) +10, Intimidate (S) +20, Literacy (Int), Scholastic Lore (Imperial Creed) (Int), Scrutiny (Per) +20, Search (Per) +20, Security (Ag) +10), Shadowing (Ag) +20, Silent Move (Ag) +20, Sleight of Hand (Ag), Speak Language (Eldar, High Gothic, Low Gothic, Ork, Tau) (Int)Survival (Int), Tech-Use (Int), Tracking (Int) +20.
Talents: Ambidextrous, Assassin Strike, Basic Weapon Training (Universal), Blademaster, Catfall, Chem Geld, Combat Master, Counter Attack, Decadence, Disturbing Voice, Die Hard, Dodge, Enemy (special), Fearless, Hard Target, Hatred (special), Hip Shooting, Iron Jaw, Jaded, Leap Up, Light Sleeper, Lightning Attack, Lightning Reflexes, Meditation, MWT (universal), Mimic, Nerves of Steel, Orthoproxy, Paranoia, Precise Blow, Rapid Reaction, Sprint, Step Aside, Sure Strike, Swift Attack, Takedown, Talented (Deceive, Disguise), Unarmed Master, Unarmed Warrior, Unremarkable.
Traits: Polymorphine, Temple Assassin.
Special Rules
Polymorphine: The bizarre, complex drug that is the hallmark of the Callidus Temple Assassins allows them to assume almost any humanoid shape. Shifting takes a Full Action, and the Callidus may not use its Reaction until the start of its next turn. Assuming the form of its intended target requires a Hard (-20) Intelligence Test , or risk minor imperfections that might give it away to those familiar with the original. If it fears being discovered, the Callidus Assassin can shift as a Reaction, requiring a successful Challenging (+0) Toughness Test . Failure indicates it shifts on its next turn as if it was using a Full Action.
Polymorphine makes anyone a mimic, but it, combined with the skill and peerless training of the Callidus Temple, allows a Callidus Assassin to use their Mimic Talent to replicate any sound or noise they hear. Anyone trying to detect this mimicry suffers a -40 penalty to any appropriate Tests.
While polymorphine does allow the user to alter their appearance, even it does have some limits. Various Callidus Assassins may be modified with implants, or grafts, allowing them to take on bigger, or even more bizarre appearances, such as multiple extra arms. Once modified, these Callidus are unlikely to be able to infiltrate any other race, though some can fold up and, combined with polymorphine. Be concealed within the body. This is also how the Callidus conceal their iconic gear, prior to the moment when they dispatch their target.
Temple Assassin: Callidus Assassins, like all of their brethren, are trained and augmented to be ultimate killing machines. They exist only to eliminate their target, and are built, from the ground up, as it were, to be useful to the Emperor and the power of His Imperium. To this end, they receive a number of extra Reactions equal to their Agility Bonus, though these extra Reactions may only be used to make Dodge or Parry Tests, and only one Dodge or Parry Test may be used against a single attack. Their preternatural grace allows them to attempt to dodge otherwise unavoidable attacks, such as explosions, or a Titan’s descending foot.
Callidus Assassin Wargear
Assassins of the Callidus Temple are known, as much as such a thing can be said, for carrying several unique weapons into battle. With these terrifying tools, they deliver death to those who have betrayed the Emperor, for only in their death may they go before Him, and receive their just punishment.
Neural Shredder
The Neural Shredder is a barely understood piece of technology employed by the Imperium and Eldar Corsairs. As a weapon it does not damage its target in the conventional sense. Nor can it be "targeted" at a specific enemy. Rather, it projects a wave of electromagnetic energy in the direction of fire. This wave is of the same frequency of the central nervous system, overloading brain and nerve receptors resulting in rather catastrophic effects on the creatures within the area of effect. Symptoms undoubtedly range from seizures and convulsions, leading to unconsciousness or even death. As a consequence of its rather specific design, the Neural Shredder is obviously useless against unliving material such as equipment and vehicles, though it passes directly through such objects as if they were not there. Therefore armor is of no protection against a neural shredder, neither are the operators of heavily plated vehicles, or the inhabitants of buildings. The Neural Shredder is a rare and exotic weapon rarely seen in the galaxy, but it is a common armament of Officio Assassinorum agents trained by the Callidus temple, though it can occasionally be seen in the hands of other individuals resourceful enough to acquire one, such as members of the Inquisition. It uses the following profile: (Pistol; 30m; S/-/-; 1d10+6 E; Pen -; Clip 3; Rld Full; Accurate, Neural Shock, Warp Weapon). Neural Shock: as Flame, but target's make a Willpower Test, instead of an Agility Test, cannot "catch fire", and the weapon is always considered to hit targets in the head, rather than body.
Phase Sword
The origins of these weapons are a contested, and highly secret matter, but their effectiveness is unquestionable. No armor, nor shield made by Imperial or xenos technology can stand against these bizarre swords. They use the following profile : (Melee; 1d10+5 E; Pen -; Ignore Field, Power Field, Warp Weapon).
Poison Blades
Not every tool carried by the Callidus is a strange marvel, but all are useful toward their sole task; the eradication of their chosen foes. Dipped in poisons with no known antidotes, painstakingly crafted and distilled by the best alchemists of their Clade, these seemingly simple knives are as lethal as anything else the Callidus might choose to use as a weapon. They use the following profile: (Melee; 1d10+3 R; Pen 2; Balanced, Crippling [4], Felling [4], Toxic [5]).
I have a few questions:
1: Armor: Best Quality Synthskin Bodyglove (All 5). should that be All 3?
2. Why no Unnatural Str?
3. Phase Sword, would you be able to parry with it or well parry it? Given it "in and out of phase"
4. Poison Blades: I think have too high of a damage for anything less then a Sword..
I would think, well use BQ Combat Knife Stat from (DH: IH pg 180) Wgt: 1.55kg
Dam d5+4 Pen 2 (Mono) Special, Tox Dispenser with Ars Imperialis Mortua (from DH: Game mAster Kit)
and I would allow them where they are Balance to be throwable at 3m like a standard fighting knife.
5 looking at the Talents: Why not the Paragon Talent - Heroic Leadership (Air of Authority, Iron Discipline, Into the Jaw of Hell, Master Orator) as part of the training to infiltrate groups also no Quick Draw?
6. Why not use the Neural Shredder from Faith and Coin pg 84?
Edited by Angel of Death
WS | BS | S | T | Ag | Int | Per | WP | Fel
60 55 42 41 55 41 54 60 64
Don't have the time to read it all, but as far as characteristics go, it's all wrong. WS60 is an average for a melee-oriented character, not the WS7 combat monster that assassins are. WS and BS translate from 40k to 40kRP pretty linearly, meaning the tabletop WS/BS7 are roughly equal to 70 WS and BS.
S and T are all wrong by all means. It's a common misconception that tabletop S/T4 is about 40 str/toughness, but it's actually around SB/TB8 (see csm in BC). either beef it up by 20-30 or give her unnaturals.
AG55? what? once again, that's around the score of an average AGI-focused character with 2-3 advancements. Assassins are gene-engineered monsters with a heavy focus on agility. This one needs at least unnatural x2, probably a characteristic higher by 20 would be a better fit, tho.
Int and per are ok. wp is fine provided they have all that fearless-ish talent goodness (from beyond or staff of nightmare (whichever is the weird mind one, i always mix these two up) might actually fit pretty well).
Fel 64 is about accurate.
Last but not least, you can't make something that is arguably one of the top50 non-daemonic duelists in the galaxy not broken and realistic at the same time.
Edited by ElavionCertain aspects of it were inspired by the Culexus Assassin, and it had similar stats, and no Unnatural Attributes. That's why this one doesn't, so it fit a bit more with how an Officio Assassinorum Operative has been presented compared to Rogue Trader stuff, rather than Ascension, which the mere mention of can get some people here to throw chairs electronically. That Culexus had relatively "average" stats, I suppose, or, being Culexus, and a different sort of assassin, maybe doesn't need as many cheesy physicals. I was going to do Unn Atts, but then erred on the other side, as I know how hated they can be. Maybe I'll go back and tweak it, or someone else will copy/paste/edit it for their own use.
I've been thinking about the Callidus, and I agree with venkelos that of all of them, they strike me as the most "normal" assassin. Their bodies are so high on shape-changing chemicals that they don't have the dedicated physicality, reflexes or abilities of the other assassins. However they are almost impossibly good at Disguise, so if you want to just go flat out and make something broken I would give them a unique Talent along the lines of the following
Lies of Thought, Word and Deed: As long as no opponent has successfully discovered the Callidus Assassin, any time a combat roll is failed, they may immediately make a Disguise test opposed by the Scrutiny of anyone who witnessed the event, with the GM assigning appropriate modifiers based on how obvious the attack was. If the Callidus succeeds, no opposing character is aware of the attack, and should not treat the Callidus as hostile. Similarly, any failed opposed social roll may be immediately re-rolled with a Deceive test opposed by Scrutiny . On success, the Callidus Assassin suffers no penalty for having failed the initial social roll. Once discovered, the Callidus Assassin must use their normal combat tests against any who are made aware of her identity, until such time as they manage to assume a new cover identity and all opposing characters are unaware of her presence.
Essentially their skills are not great, but they excel at people not noticing that they're under attack. Once the bodies start hitting the floor the GM should start imposing a cumulative bonus to opposed Scrutiny rolls so that players notice the suspicious assassin, but as a Callidus is usually used as a single-target infiltration assassination in most of the novels, this skill allows them to get in, kill one target, and get out.
I apologize for the necromancy on this thread, but it was this, or make a whole new one, for a silly question that doesn't totally matter.
You imagine the Callidus Assassin. Stereotypically, she is a human-shaped being, wearing a skin-tight, black, bodysuit, sporting dark lenses over her eyes, and this attire is sporadically spotted by various doodads that get no explanations, and possibly don't need any. She is often depicted as having a long, braided ponytail, so GW can say they were showing her gender, without her "Heroically impressive scale" bust covering that base. She'll be carrying a pistol weapon, and a sword, possibly in hand, possibly mounted on an apparatus, on her arm.
So, here's the thing. She's a shape-shifter. Part of me wanted to just ask "where does all her gear go, when she's faking being something else, because getting to where she needs to, with no psychic powers to befuddle the minds of enemies (not RULES for it, anyway), will demand some searches, if not cavity searches, "vetting" her credentials/identity, and such, even in races that don't have pheromones, psychic auras, or other things I'm not sure how she'd emulate. She's a consummate actress, certainly, but you can't waive every test without making you look suspicious, and she;d need to pass those tests.
What I have decided to ask here, though, is why she is depicted the way she is in minis/imagery? She needs to have some default look, I grant, but the enemy never see her this way, and I assume she can fight looking like your best friend, the same as she could in her BDSM gimp mask attire. As a shape shifter, I have no idea what her "base appearance" is, and I wouldn't be too surprised if her training has made her forget, to value the self less, compared to the objective, but does she look like a plain woman, base? A ridiculously attractive woman? An androgynous, mannequin-esque humanoid? A featureless, gray something? Still, does the polymorphine-infused flesh ooze out, over her suit, so she can keep her armor value, and cover it up, to shape on top of it, like psychic clay, or does her suit get "compartmentalized" inside her body, like I imagine her weapons do? Why does she look like this? What is she hiding, if she can look like anyone?
I would assume that her default state is either her original face( even is she doesn't remember it) or trained to appear as a women so non-descripit that she fades immediately from memory.
As for her gimp suit on the table top, that was avoid players being able to just put down any mini and say that was there assassin, which could lead to confusion or outright purposeful misdirection.
As to her gear, i know they have been given fake body cavities before to hide stuff in there legs, stomach, etc. So she could hide stuff there. As for her suit, she either hides it under clothes, paints it flesh tones, or takes it off i guess. Having a skin tight outfit does make it a bit easier to hide i guess.