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Assassin Squad, Knives from the Dark
By Archeonicus,
edited by The Mordheimer.
PDF at
Downloads!
WebMaster's Notes: This experimental warband is
in FINAL development stages. It would be rare to have this warband tweaked and/or changed,
but if something is suggested it would be taken on consideration for
further enhancements. We
encourage you to play test it and email us your comments. We will pass them
along (with your name and email) to the author so further changes can be made.
Remember: Play the warband, write your comments and email them
in... THEN you can complain. :P
Bright lights were dancing behind the windows of the castle,
the sound of music floated on the wind. The count was having a dress ball and
every one who was somebody was there. Extra guards were making sure the riffraff
wouldn’t disturb the festivities. They were doing their best, because this
evening meant for each guard an extra month’s pay. But all diligence not
withstanding, one of the guards was standing still near the guardhouse. Nobody
had noticed he didn’t do his usual rounds. Nobody saw the knife wound in his
back. Nobody noticed the dark stain slowly spreading from under the guard cabin.
The Count was very pleased with himself. Everything worked as
planned. His trade connections were established now and no one could resist him
anymore. The Guild Master, Markuss, still could… at least in principle. But a
visit late at night, after the ball, would make sure no opposition would be
raised. A soft scraping made the count aware his was no longer alone on the high
balcony. He dropped his goblet and at the same time he ran his rapier through
the throat of his assailant. The blood from the goblet slowly mixed with that of
the rat like assassin. “Skaven scum”, the count muttered. “You do not know what
you got yourselves into!”
A grin showed off the count’s fangs and in one lightning fast
move he cut down another black clad Skaven. Then his eyes started to sting and
slowly a mist formed around him. As his skin blistered and he cried in pain,
several other dark figures attacked. The count managed to kill another attacker
but they were just too many and to swift. Two stakes hit his heart at the same
time, one from the back and one from the front.
Earslicer recalled his assassins. They disappeared in the
night. Before he left, Earslicer thanked the Horned One, the spray with holy
water worked marvelously. But there still was the second contract; the night was
not over yet. He turned around and looked over the city; trying to discern the
next target. There it was the house of the Guild Master…
The Skaven always have used the Eshin clan as ultimate control
instrument. But even those killers have specialists. After several missions
certain Skaven are selected to operate in secret groups. The groups are called
the hand of 13, though more often are just referred to as Assassin Squads.
These elite groups gain access to specialized weapons without
restriction and are often used in dire situations. These groups are feared even
within the Eshin ranks as they mean instant death if hey appear.
It is said that even chaos flinches when they arrive...
Choice of Warriors:
An Assassin Squad warband must have a minimum of 3 and maximum
of 12 warriors. You have 500 gold crowns with which to recruit your warband.
Shadowblade: Your warband must include one Shadowblade!
No more, no less!
Silent Hunter: Your warband may include a single Silent
Hunter.
Black Knives: Your warband may include up to two Black
Knives.
Young snout: Your warband may include a single Young
snout.
Snipers: Your warband may include up to three Snipers
Knives: Your warband may include any number of Knives
Special Rules:
Look Behind You!: Assassin warband members (but
not hired swords) are adept at ambushes and evasion. Subtract 1 from the
initiative, down to a minimum of 1, of a model attempting to spot a hidden
Assassin warband member.
The Boss: The leader of the assassin squad is
often the meanest and worse from the lot. He rules with an iron fist,
causing fear and promising a share of the loot. The warband leader always
must cause Fear (if possible). This means that if the leader dies and
a successor is needed, you first choose between the heroes that are horribly
scarred, or are fearsome. If that is not possible you choose like normal,
but the new “leader” must get the fearsome skill as soon as he gets a
skill-advance. This automatically disqualifies all heroes with no strength
skills.
Starting Experience:
A Shadowblade starts with 20 experience.
A Silent Hunter starts with 12 experience.
A Black Knife starts with 8 experience.
A Young Snout starts with 0 experience.
All henchmen start with 0 experience.
Assassin Skill Tables
Shadowblade may choose from the Combat, Shooting,
Strength, Academic, Speed or Special Skills.
Silent Hunter may choose from the Combat, Shooting,
Strength, Speed or Special Skills.
Black Knives may choose from the Combat, Strength, Speed
or Special Skills.
Young Snouts may choose from the Combat, Shooting, Speed
or Special Skills.
Assassin Equipment List
Assassins
Snipers
Hand to Hand Weapons
Hand to Hand Weapons
Dagger
1st free/ 2 gc
Dagger
1st free/ 2 gc
Club
3 gc
Club
3 gc
Spear
10 gc
Sword
10 gc
Sword
10 gc
Fighting Claws #
35 gc
Chain axe
10 gc
Wyrd blade #
15 gc
Weeping Blades (pair)
50 gc
#: Only Heroes may use item.
Missile Weapons
Missile Weapons
Throwing Stars
15 gc
Sling
2 gc
Black Darts
15 gc
Throwing Stars
15 gc
Black Darts
15 gc
Armour
Armour
Light Armor
20 gc
Toughened Leathers
5 gc
Shield
5 gc
Shield
5 gc
Helmet
10 gc
Helmet
10 gc
Buckler
5 gc
Buckler
5 gc
Equipment
Equipment
Black Venom #
10 gc *
Assassin Bullets
25gc *
Flash Powder #
10 gc
*: These
prices are only at warband creation.
#: Only Heroes may use item.
*: These
prices are only at warband creation.
Silent Hunter Only
Kill Knife
15 gc
Short Spear
15 gc
Body Armour
15 gc
Heroes
1 Shadowblade, 70 gold crowns to
hire.
One of the upcoming masters in the Eshin clan... experienced, silent and deadly.
He does not only depend on his major skills, but also can use an arsenal of
exotic, but deadly weapons.
M
WS
BS
S
T
W
I
A
Ld
6
4
4
4
3
1
5
1
7
Weapons/Armor: A Shadowblade may
be equipped from the Assassin equipment list.
Special Rules:
Leader: Any warrior within
6” of the Shadowblade may use his Leadership value when taking Leadership
tests.
Fear: the warband leader causes fear.
Perfect Killer: His skill with weapons allows the
assassin to find even the tiniest wholes in an opponent’s armor. This
allows an extra -1 on armor saves, even with missile weapons.
Vanish Into the Shadows: The Shadowblades seem to
have the uncanny skill to just disappear into the shadows, especially when
their life is in danger. A Shadowblade may decide at the start of his combat
round, if he is going to leave the battle at the end of that combat round.
This means he makes a tactical retreat from the battle (so he is factually
out of the game), with all consequences that come with it. This does not
count as being Out Of Action, it does not matter if the character is Knocked Down.
0-1 Silent Hunter, 50 gold crowns
to hire.
Clear and simple: the specialist. There is always the one you never hear, never
see and yet the enemies drop like flies...
The Silent Hunter is such a specialist, he rivals the Shadowblade in skill, but
not in politics, so he knows his place (does he?) and does what he does best.
M
WS
BS
S
T
W
I
A
Ld
6
4
3
4
3
1
5
2
6
Weapons/Armor: A Silent Hunter
may be equipped from the Assassin equipment list.
Special Rules:
Shadow Infiltration: As the infiltration skill,
but he only has to stay out of hiding detection range. His believe in his
skills makes him also immune to the al alone tests.
0-2 Black Knives, 40 gold crowns
to hire.
The best fighters in a Assassin band usually fill the positions of rank by
virtue of fear and respect. While an eccentric chieftain may be tolerated, or
even admired, their lieutenants are invariably no-nonsense enforcers who know
the right time to slip a knife between the ribs of an unruly underling. This
same precision works also wonders on all enemies of clan Eshin…
M
WS
BS
S
T
W
I
A
Ld
6
4
3
4
3
1
5
1
6
Weapons/Armor: A Black knife may
be equipped from the Assassin equipment list.
0-1 Young Snout, 20 gold crowns
to hire.
The hard life of an aspiring Assassin gives a fairly low life expectancy, and
injuries respect neither youth nor innocence. It is common for Assassin leaders
to groom promising youngsters, usually as scouts and trackers while they learn
to handle themselves in combat.
M
WS
BS
S
T
W
I
A
Ld
6
2
3
3
3
1
4
1
5
Weapons/Armor: A Young Snout may
be equipped from the Sniper equipment list.
Henchmen
(In groups of 1-5)
0-3 Snipers, 35 gold crowns to
hire.
The best way to tackle an assignment and kill the victim is just not to be seen.
That is why assassins train snipers. From the shadows a projectile can be as
deadly as the best knife in the back.
M
WS
BS
S
T
W
I
A
Ld
5
2
4
3
3
1
4
1
5
Weapons/Armor: A Sniper may be
equipped from the sniper equipment list.
Special Rules:
Camouflage: A sniper can shoot from hiding, he can
be detected if the intended victim is hit and then a 3+ is rolled on a D6.
0+ Knives, 30 gold crowns to
hire.
These are the backbone of Clan Eshin, often chosen for their prowess with close
combat weapons. Or just for their tenacity and will to survive.
M
WS
BS
S
T
W
I
A
Ld
5
4
3
3
3
1
4
1
5
Weapons/Armor: A Knife assassin
may be equipped from the Assassin equipment list.
Special Rules:
Dagger Specialist: Due to the training and
availability of daggers, they are considered the weapon of choice. Any
attack made by a dagger on a charge that misses may be re-rolled, second
result stands.
Assassins' Special Equipment
Chain Axe; 10 gc; Availability: Common
This is a typical assassin weapon, a small hand axe connected to a chain with a
weight on the end. This weapon is used with both hands. It needs a high level of
skill for the user but it can disable an opponent’s hand weapon and
simultaneously strike at the opponent. Roll to hit normally if you hit on a 5+
the opponent losses 1 attack (number of attacks cannot be lowered beyond 1) up
until the start of your following combat turn. The user is able to choose which
weapon he disables. It still functions as an axe so there is an -1 to armor
saves.
Wyrd Blade; 15 gc; Availability: Common, Assassin Hero
only.
This blade is made from a Wyrdstone and steel alloy, which slowly bleeds out a
very corrosive liquid. Due to the slow bleeding most of the corrosive is gone
after the initial blow. It allows the wielder to strike with +1S for the first
round of combat. The blade still counts as a sword, so it confers a parry to the
wielder.
Kill Knife; 15 gc; Availability: Common
These slender blades are used by skillful individuals to slip through armor and
hit the opponent on a weak spot. This knife is +1 to injury rolls and ignores
armor saves. Though to its small size it is treated like being at the users
strength with a maximum of S4.
Body Amour; 15 gc; Availability: Common
This specialized armor covers all of the Skaven's (so not usable by other
races) weak spots. It is especially developed from cloth to minimize noise. It
offers a 6+ armor save with a re-roll once on failed saves.
Short Spear; 15 gc; Availability: Common
This is a much specialized Eshin weapon; it looks like a sword with a very log
hilt. It can be wielded as a spear, or used as a sword. If used as a two handed
weapon it confers first strike and parry. If used one handed it only confers the
parry. It counts as a hand weapon in combination with a shield.
Assassin Bullets; 25 gc; Availability: Common
These are specially design sling bullets that wound better then normal stones.
+1 to the injury roll.
Black Darts; 15 gc; Availability: Common
These small poisonous darts are coated in dark venom. They are small and have
not that great an impact. But it makes them easy to throw, so often people do
not see where it came from. S3 (S2 + dark venom, some creatures are immune to
poison) Range 8”. Small projectile: as the dart is so small it can be thrown
from hiding, the user will be detected if the victim is hit and rolls a 4+ on a
D6. They can be combined with Knife Fighter. No extra poison may be used.
Assassins' Special Skills
Silent Strike: As masters of camouflage the character
is allowed to charge out of hiding and strike silently at his opponent and
then he disappears into the shadows again.
Roll a D6 on a 5+ the character is allowed to charge and attack. The
opponent(s) may strike back. If uninjured, the character disappears to his
original hiding place again. The distance from hiding place and back into
hiding, may not exceed the characters maximum movement (2xM, or 3xM with
sprint, thus if more them half of the movement is spent to charge, no hiding
is possible anymore).
If he fails the die roll he charges out and it is treated like a normal
charge.
Ultimate Kill: The assassin goes for the kill-spot, which is almost an
assured one way trip to the grave yard. The character in hand to hand combat
forgoes all extra HtH-attacks and concentrates on one very well placed
attack. The attack will be +1 to hit, +1 to wound, +1 on the injury roll. This skill can only be used if the character has 2 or more attacks on his
profile. Does not work together with Ultimate specialist or strike to
injure. Does not work with black powder weapons.
Master of Poisons: The assassin is a master in brewing up different
poisons. If the hero does not search for rare items, he has the time to brew
up 3D-1 portions of dark venom or black lotus. He can come up empty, but
those are the hazards of trying these intricate things on the move.
The portions are large enough for one weapon and need to be used for the
next battle as they are less stable then normally purchased poisons.
Shadow Defense: As it is considered bad form to get injured on an
assignment there are special defensive moves that make an assassin even
better in surviving. The character is allowed to parry, with re-roll, with
any weapon he uses. If the weapon already has the ability to parry, it is
allowed to parry with an equal or higher dice roll, which can also be re-rolled.
Ultimate Specialist: These characters are so highly trained that they can
use hand-to-hand weapons in a very efficient way. They gain +1WS and +1 on the injury
roll. Does not work together with Ultimate Kill or Strike to Injure.
Play Dead: Sometimes strange things happen when people have the
misfortune of running into Skaven assassins. A clearly dead corpse is not
there anymore after the fight is over, or dropped weapons or treasures have
disappeared.
As well as being taught to roll with the blows, these characters are taught
to feign death. When avoiding the full effects of a potentially lethal blow
they play dead so they can escape undetected later. The character may re-roll
a result on the serious injury table. If the Shadowblade has this skill he
is even allowed to use his Vanish Into the Shadows skill when he is Stunned. Or
get back to his hiding place when using Silent Strike if he is Knocked Down.
Infiltration: A Skaven with this skill is always
placed on the battlefield after the opposing warband and can be placed
anywhere on the table as long as it is out of sight of the opposing warband
and more than 12" away from any enemy model. If both players have models
which infiltrate, roll a D6 for each, and the lowest roll sets up first.
Warband Development Progression
1.3 Initial warband submission.
1.4 Introduction story included; minor editing.
1.5 Small introduction included. Designer notes included.
Designer Notes
The assassins were meant for the "Storm over Chaos" aftermath
campaign, as do the Grudgebearers warband. Go look for SoC_aftermath at Yahoo!
eGroups for further information. {links pending}