Source: Warhammer Fantasy: 4th Edition

Dark Elf Assassins
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Disguise

At the start of the game Assassins may be hidden in Dark Elf infantry units. You can hide one Assassin in each unit - make a note to indicate which units conceal Assassins. Assassins are not placed on the table, but are assumed to move along with whatever unit they are with, keeping pace even if the unit moves faster. In this way the enemy does not know where your Assassins are until they are ready to attack.

Attack

Assassins may be revealed once their unit is fighting hand-to-hand combat. The player declares that his unit contains an Assassin and places the model amongst the ranks where it can fight, removing another model from combat if necessary. The Assassin may choose to attack any model his base touches, so it is usual to position him next to the leader or some other important enemy character. In keeping with their ability to attack suddenly and unexpectedly they always attack first, even when the enemy charges.

Poison Attacks

Dark Elf Assassins are expert poisoners and their swords are tipped with the deadly Black Venom, a poison which drives its victims insane with agony. When a Dark Elf Assassin inflicts a wound he causes not 1 but up to D3 wounds (1-2 = 1, 3-4 = 2, 5-6 = 3). Roll a D6 to determine how many wounds the blade inflicts.

Further Fighting

Enemy models can attack the Assassin in the normal way. Assassins are quite vulnerable once they have made their attacks, although if an Assassin can slay all the enemy his base touches then he is safe from attack for that turn. Once the Assassin has been revealed he moves in company with his unit and continues to fight as described. In any round of hand-to-hand combat the Assassin can always choose where he wants to fight, moving from one place to another to take on the most powerful enemy characters if he wishes.

Leadership

The Assassin continues to move with his unit and the unit takes any leadership based tests using its own leadership value. Assassins are not leaders but exceptional individuals, so their leadership value is never used by the unit they are with. Should the Assassin's unit be broken, forced to flee, or subjected to any psychology or other leadership based test which it fails, then the Assassin has two options. Firstly, he can remain with the unit and is affected along with the other troops. Secondly, if within 5" of another Dark Elf infantry unit, he can take a separate leadership test and, if he passes this, he can move immediately to this new unit. If unable to do so he is carried along with the broken/fleeing unit.