At first I thought that was limiting but neat, however I failed to realize just how crazy that is for early game. He has a skill that uses all ammo on his starter rifle but instantly kills an organic unit. In the early game you will sometimes get scenarios where playing a turtle strategy is best and getting 9 damage for free with 8 damage the next turn is really good in those instances. At 4 ap he can apply his full ammo clip of 9 bleed to enemies hiding in half cover and then run away. Speaking of massive bleeds the alt fire for his pistol applies 3 bleed per shot but zero damage. I don’t have it yet, but I feel like the hailer skull will be exceedingly useful with this unit on your team because it can drop massive bleeds and the hailer skull would make sure those bleeds safely activate. It gets an incapacitate for zero ap that you can use to either shut down problem enemies or to force enemies to eat the bleed they have accumulated. It’s teleport strike that does no damage but causes bleed is a great mobility tool, but not much else unfortunately at the current level, but it looks like it will upgrade to turn into +7 bleed. on the first dreadnaught mission I had it fall down to 2 health using its abilities and ended the mission with a light wound on legendary difficulty. It also seems to be extremely resilient to wounds. At 3-4 ap a turn you can load an enemy up with bleed then ignite it for huge burst. The amplified version of it’s basic attack will completely remove all bleed from a unit and deal damage for it. The eversore is a huge huge burst damage potential unit. My current experience is that my first assassin was the eversore and I quickly also picked up a vindicare. That said even if that wasn’t the case, each assassin really wants kill credit for one reason or another so bringing two seems to be the top end of what you would want. The anti-psycher assassin needs their allies to use willpower so it can gain its own willpower to use. I doubt you could do full a full team of assassins.
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