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The Assassins

 Post subject: The Assassins
PostPosted: Mon Dec 05, 2005 11:34 pm 
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The Officio Assassinorium has its uses even in the grand scale of starship combat. Temple Assassins may be taken on board any Imperial Capital ship for 25(?, and probably higher) points.

To use an Assassin, it must be able to get aboard an enemy vessel. The assassin may be ordered to infiltrate in these circumstances:
-During a Boarding Action
-Instead of a standard Teleport Attack
-By embarking the Assassin in an Assault Boat squadron. (if the squadron is removed, the Assassin returns to the ship it launched from)
Assassins may board any capital ship except Necron, Tyranid, or Daemon vessels.

Once the Assassin is embarked, the effect varies by the Temple of the assassin.

Callidus: Callidus Assassins will use their shapeshifting ability to slip through the ship and reach a vital area. Roll 1d6. This many turns later, the Assassin will reach its target. At this point, roll 1d6 and apply the critical as shown
1-2: Engine Room Damaged
3-4: Thrusters Hit
5: Bridge Smashed
6: Shields Collapse
(on a 5 or 6, if the target is already destroyed, reroll)
[Original idea was just to have them go after the bridge. I figured that might be too powerful]

Eversor: Eversor Assassins will lay waste to entire sections of starships. When an Eversor successfully infiltrates, write its presence down as you would a critical hit. Each end phase, after damage control, the Eversor preforms a Hit-and-Run attack at a +1. The Eversor is removed if it fails a Hit-and-Run, the ship uses two successful damage control dice to remove it, or if the ship takes damage and a '1' is rolled on a critical check.

Culexus: Culexus Assassins are primarily of use against enemy psykers. Once infiltrated, any infiltrated ship is at -2 Ld. In addition, any Psionic abilities of the ship and crew (Farseer Rerolls, MoT or MoS, any others people can think of) do not function. Culexus have a leadership of 10, and can only be removed by the vessel if it wins a contested LD test (at the ships new, lower LD). [Contested LD tests, in this case, means each rolls 2d6, and subtracts that value from their LD. Whoever has a higher number wins]

Vindicare: The Vindicare Temple, while remarkably useful in most arenas, have no real benefit in starship combat. They may not be taken.

Whaddya think?

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 Post subject: The Assassins
PostPosted: Mon Dec 05, 2005 11:37 pm 
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What about the other two? Veneum and the other one? One is 'blow things up' IIRC and the other is poisons IIRC.

Seems a bit much for 'just one assassin' though. I'd be tempted to suggest something different, but the only problem is, I have no alterative.  :(

Xisor

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 Post subject: The Assassins
PostPosted: Tue Dec 06, 2005 1:05 am 
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Sorry, I only know the 4 core temples. Just with the idea of Poisons and Explodyness, I would perhaps say the explody one might be able to cause damage, perhaps via a hull-breach crit. The poison one would require that there is a way to flood areas of the ship with poisonous agents. Odds are that would be fairly easy to stop though, considering the ship is prepared to have parts open to hard vacuum. If you could link me to relvant fluff/stats in other systems, I'll see what I can do.

It does seem a bit much for just one assassin. Perhaps an assassin team? Not sure if they ever work together though...

Edit: Found some data on the two secondary Assassin temples. No official rules exist, and very little fluff. Therefore, I'd prefer to avoid dealing with them.





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 Post subject: The Assassins
PostPosted: Tue Dec 06, 2005 6:10 am 
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Honestly, I think assassins don't really fit in the scheme of BFG.  I could see them being sent to kill an opposing admiral or warmaster, but other than that they are far to rare and valuable to be used in normal ship combat. Assassins are a silver bullet the imperium uses when normal measures just will not work, they would not just pop up in some fleet engagement.

The rules you present are pretty good, though they would be put to better use in some sort of specific scenario, probably in conjunction with a subplot of some sort.  These might also be of use in a campaign; i.e., the organizer needs to balance things out against a player who has had "too much" good luck, so an assassin strikes one of his ships in the next game.

I think assassins would work better in that role, instead of just being a souped up hit-and-run attack here and there.

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 Post subject: The Assassins
PostPosted: Tue Dec 06, 2005 6:50 am 
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Have to agree with Rowanalpha. The rules are good, really, but from a more fluffy point of view it is hard to sell.

Indeed in some special scenarios or maybe a subplot they would be very cool!

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 Post subject: The Assassins
PostPosted: Tue Dec 06, 2005 3:20 pm 
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As part of a subplot actually, can only be deployed against the enemy flagship too. That seems a better way o go actually, rather than 'just' including them.

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 Post subject: The Assassins
PostPosted: Tue Dec 06, 2005 10:08 pm 
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Well, what you could do is just have the Callidus, and have it only cause Bridge Smashed. Regardless of the scenario, I think the Imperium wants competent enemy Admirals dead, so fluff is present.

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