Venenum

From 1d4chan

"Somebody's poisoned the waterhole!"

– Renegade leader, mere seconds before his whole army died of dysentery
Just because your assassin temple doesn't get as much screentime as the super snipers, morphing ninja infiltrators, soulless psyker hunters and screaming junkie berserkers there's no excuse to stop looking boss .

Venenum Assassins are an Officio Assassinorum clade that specializes in poisoning people (their name is the Latin High Gothic word for venom). They use all sorts of natural poisons, and presumably an impressive array of synthetics too. While one would assume they would just poison food and drink as well as use discreet injectors, they're trained to utilize unconventional delivery methods too, like poisoning chairs (Poisons that soak through the skin and clothes, become only apparent once body heat is applied...). They're also known to use blessed psi-negative poisons to kill daemons or chaos corrupted targets, suggesting that they don't just sit around palaces messing with the seating arrangements.

Despite the utility of such killers, they're a more behind-the-scenes type. Their specialization and training doesn't appear well optimized for battlefield roles, and thus Games Workshop doesn't seem to care much about them. Probably because the "I poisoned the well and caused your entire army to get sick and die" angle doesn't translate well to game rules. Just like the "I hacked your fap folder, Inquisition's on their way".

Homebrew Venenum Assassin[edit]

Venenum Assassin
Pts M WS BS S T W I A Ld Sv/Iv
100 7 2+ 2+ 4 4 5 7 5 9 6+/4++
Keywords Faction Imperium, Officio Assassinorum
Non-Faction INFANTRY, CHARACTER, AGENT OF THE IMPERIUM, Venenum ASSASSIN
  • Special Rules
    • Agent of the Imperium (1/detachment can be in an Imperium detachment without taking up a slot, without preventing detachment abilities in that detachment, without preventing army abilities in that army, and ignoring any rule that requires it to share a specific faction keyword with its detachment and any rules for determining your army faction.)
    • Deep Strike
    • Execution Force (If you have an Imperium non-Fallen Warlord, you can include this unit in your army as part of a Vanguard Detachment even if that detachment contains no HQ units. If you do so, that Detachment’s Command Benefits are changed to "None" and its Restrictions are changed to "This Detachment cannot include the same datasheet more than once.")
    • Fearless
    • Independent Operative (Cannot join or be joined, cannot generate Warlord Traits if made warlord.)
    • Lightning Reflexes (4++ invulnerable save, has no penalties on Initiative for charging through difficult terrain.)
    • Move Through Cover (Roll an extra die when rolling to move through difficult terrain.)
    • No Escape (-2 to Look Out, Sir tests vs wounds this model inflicts.)
    • Explosive Injections: Each time an enemy model is destroyed by an attack made by this model, that enemy model’s unit suffers 1 mortal wound after your model has resolved all of its attacks.
    • Poisonous Miasma (Aura): While an enemy non-VEHICLE unit is within 6" of this unit, subtract 1 from the Strength and Toughness characteristics of models in it.
    • Lesser Catachan Barking Toad Protocol: If this model is destroyed, roll one D6: on a 2+, the closest enemy unit to it (this model's player breaks ties) suffers D3+3 mortal wounds.
  • Wargear
    • 2 Venom Injectors; dual profile:
      • Melee: Melee SU AP-5 D1, Poisoned (2+), Hypertoxic, Slow Toxin.
      • Shooting: 12" Pistol 1 S4 AP-5 D1, Poisoned (2+), Hypertoxic, Slow Toxin.
        • Hypertoxic: Each time an attack is made with this weapon, if the target is not a VEHICLE, the Damage of this attack is increased by 2.
        • Slow Toxin: Models that suffer an unsaved wound from this weapon must take a Toughness test at the start of each turn for the rest of the game. If the test is failed, it suffers 1 mortal wound.

Notable Venenum Assassins[edit]

    • Esad Wire (aka Beast Krule), originally a Venenum who was converted into an Eversor. Bodyguard for Drakan Vangorich. The guy is like Bane on steroids, he was able to "slow time" through his perception and went toe to toe with an Eldar
    • Drakan Vangorich: Yep, the Grand Master who carried out the infamous Beheading. Pretty much an all-round good guy as far as assassins go. Known to be quite deadly and a prodigy and by skill and his superior biology didn't require as many augmentations as his peers. He also was good at politicking (read Threaten and blackmail) during his tenure as a High Lord of Terra.
Imperial Eagle.jpg Institutes within the Imperium of Man Imperial Eagle.jpg
Adeptus Terra: Adeptus Administratum - Adeptus Astra Telepathica
Adeptus Astronomica - Senatorum Imperialis
Adeptus Mechanicus: Adeptus Titanicus - Explorator Fleet - Legio Cybernetica - Skitarii
Armed Forces: Adeptus Arbites - Adeptus Custodes - Planetary Defense Force - Sisters of Silence
Imperial Army: Afriel Strain - Adeptus Astartes - Gland War Veteran
Imperial Guard - Imperial Navy - Imperial Knights - Militarum Tempestus
Imperial Cult: Adeptus Ministorum - Adepta Sororitas - Death Cults - Schola Progenium
Inquisition: Ordo Chronos - Ordo Hereticus - Ordo Malleus - Ordo Necros
Ordo Sepulturum - Ordo Sicarius - Ordo Xenos
Officio Assassinorum: Callidus - Culexus - Eversor - Maerorus - Vanus - Venenum - Vindicare
Great Crusade: Corps of Iterators - Legiones Astartes - Remembrancer Order - Solar Auxilia
Unification Wars: Legio Cataegis
Other: League of Black Ships - Navis Nobilite - Rogue Traders - Ambassador Imperialis
Abhumans & Denizens: Beastmen - Caryatids - Felinids - Humans - Nightsiders - Troths - Neandors
Ogryns - Ratlings - Scalies - Scavvies - Squats - Subs - Pelagers - Longshanks
Notable Members: God-Emperor of Mankind - Malcador the Sigillite
The Perpetuals - The Primarchs - Sebastian Thor
Erda - Ollanius Pius