Master Assassin
Only after surviving the Nightlord’s toughest trials can an Eshin warrior consider himself a master in the methodologies of murder and sabotage.Skaven assassins are so adept at hiding in the shadows that many suspect magic at work. The final tests in their training are death missions assigned by Clan Eshin's ruling council, presided over by Lord Sneek, clan leader and one of the Lords of Decay. If he survives the mission, the Assassin is considered an acknowledged master of the arts. It is thanks to their fearsome reputation that the Council of Thirteen often employ Eshin Assassins in their day-to-day affairs. When the Skaven hordes march to war, they are sometimes accompanied by Clan Eshin's finest hiding amongst their numbers, posing as regular rank-and-file troopers until the moment is right, before casting off their disguises and leaping into position. Fighting with poisoned blades in each paw, an Assassin can unleash a murderous flurry of attacks more than capable of striking down an enemy leader. At other times, an Assassin will operate alone, working to wreak havoc behind enemy lines, setting timed bombs or using poisoned shurikens to slay targets of opportunity.
Unit Name Master Assassin |
Main Unit Key wh2_dlc14_skv_cha_master_assassin_0 |
Land Unit Key wh2_dlc14_skv_cha_master_assassin_0 |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Hybrid-Weapon Infantry |
Naval Unit Group Hybrid-Weapon Infantry |
Soldiers 1 |
Caste Lord |
Category Missile Infantry |
Class Command |
Cost 900 |
Recruitment Cost 900 |
Upkeep Cost 225 |
75 |
├ Missile Weapon wh2_dlc14_skv_throwing_stars_master_assassin |
├ Projectile wh2_dlc14_skv_throwing_star_master_assassin |
├ Missile Damage 50 |
├ Missile Ap Damage 25 |
└ Base Reload Time 6 |
Accuracy 10 |
Range 125 |
Reload 10 |
Shots Per Minute 11.1 |
Ammunition 120 |
Melee Attack 60 |
380 |
├ Melee Weapon wh2_dlc14_skv_master_assassin_claw_blade |
├ Melee Damage Base 150 |
├ Melee Damage Ap 230 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 0 |
└ Bonus vs Infantry 20 |
Charge Bonus 60 |
45 |
├ Base Defence 45 |
├ Shield none |
└ Shield Defence 0 |
30 |
├ Armour wh2_main_body_30 |
├ Armour Defence 30 |
└ Shield Armour 0 |
3688 |
├ Man Entity wh2_dlc14_skv_infantry_hero_master_assassin_blood |
├ Man Speed 54 |
├ Man Health 8 |
└ Bonus Hit Points 3680 |
Leadership (Base Morale) 65 |
Abilities
- Looming Dread
Rather paradoxically, afflicting an enemy with profound paranoia can cause them to drop their guard. - Concealment Bombs
When a bomb is smashed, a dark smoke curls out, concealing those who wish to hide and choking everyone else. - Scurry Away!
"He who runs away lives to fight another day!" - so the foul, craven adage goes. - Slippery
Those who are "slippery" cannot be cornered or pinned - they simply "slip" away…
Attributes
- Encourage
This unit provides a Lord's aura and an encouraging unit will receive the larger of the two bonuses. - {{tr:guerrilla_deployment}}
- Fire Whilst Moving
This unit can fire while on the move. - Stalk
This unit can move hidden in any terrain. - Strider
This unit ignores speed and combat penalties caused by terrain and can move through trees.
Strengths & Weaknesses
- Vanguard Deployment
This unit can deploy in an expanded deployment area, allowing it to start the battle within striking distance of the enemy - or somewhere unexpected. - Duellist
This unit is best used to attack individual targets such as Heroes. As it can only damage very few individuals at a time, it is not suitable against hordes of weak enemies. - Master Ambusher
This unit can move whilst hidden in any terrain, firing in any direction even whilst running! - Dodge
This highly dexterous unit dodges blades and missiles with ease; its luck is known to run out quickly when facing magical weapons, however.
Faction Availability | |
---|---|
The Eye of the Vortex |