If you're going to homebrew something, don't make the same mistakes as GW!
It's absurd that a human who has spent all his life training to be the best marksman the galaxy has ever seen has the same weapon skill as a human who has spent his entire life training to be the bloodiest, most efficient hand-to-hand killer the galaxy has ever seen. And vice versa with the ballistic skill.
Have seperate profiles for seperate assassins, because they're all completely different in function.
On to specific feedback:
The Turbo-penetrator should be 3D6 penetration, with no S3 and no Rending, because it's stupid (and has been since the GK codex was redone) that an anti-infantry character sniper should have the best anti-tank gun in the game bar none. 3D6 allows him to penetrate AV10 on average, and deal with AV11-14 with semi-lucky rolls.
I would allow the Callidus to always deploy 12" away, even if she can be seen, instead of ignoring distance entirely. This allows her the decent chance of a turn 1 assault (7 needed with Fleet) and doesn't guarantee her a perfect flamer shot that turn as well. I would also make the Flamer S9 - wounding almost everyone in the game on 5s and 6s is not impressive. Also make it clear that it wounds on majority leadership, not the highest leadership of the squad.
I'm not sold on the points values either tbh... but I don't really know how they should be changed - perhaps drop the Eversor and raise the Vindicare slightly?
A nice use of Polymorphine for the Callidus would be to prevent Overwatch at her - she disguises herself as a friendly person until she gets close enough to strike out in melee.
I really like the changes to the Culexus and Eversor though - although with 8+D3 attacks on the charge with an I8 Power Fist, you have to wonder just how often the Eversor is going to be using his Meltabombs... :laugh:
It's absurd that a human who has spent all his life training to be the best marksman the galaxy has ever seen has the same weapon skill as a human who has spent his entire life training to be the bloodiest, most efficient hand-to-hand killer the galaxy has ever seen. And vice versa with the ballistic skill.
Have seperate profiles for seperate assassins, because they're all completely different in function.
On to specific feedback:
The Turbo-penetrator should be 3D6 penetration, with no S3 and no Rending, because it's stupid (and has been since the GK codex was redone) that an anti-infantry character sniper should have the best anti-tank gun in the game bar none. 3D6 allows him to penetrate AV10 on average, and deal with AV11-14 with semi-lucky rolls.
I would allow the Callidus to always deploy 12" away, even if she can be seen, instead of ignoring distance entirely. This allows her the decent chance of a turn 1 assault (7 needed with Fleet) and doesn't guarantee her a perfect flamer shot that turn as well. I would also make the Flamer S9 - wounding almost everyone in the game on 5s and 6s is not impressive. Also make it clear that it wounds on majority leadership, not the highest leadership of the squad.
I'm not sold on the points values either tbh... but I don't really know how they should be changed - perhaps drop the Eversor and raise the Vindicare slightly?
A nice use of Polymorphine for the Callidus would be to prevent Overwatch at her - she disguises herself as a friendly person until she gets close enough to strike out in melee.
I really like the changes to the Culexus and Eversor though - although with 8+D3 attacks on the charge with an I8 Power Fist, you have to wonder just how often the Eversor is going to be using his Meltabombs... :laugh: