Dark Elf Assassin

By Ted

Dark Elf Assassins train long and hard to learn the secrets of delivering swift and unexpected death to the enemies of the Witch King.  During their training, they must undertake long sojourns to foreign lands, where they learn the local languages and customs so that they can move freely among their enemies when they return as emissaries of death.    The Dark Elf Assassin character is such a wanderer, learning about foreign lands and developing his skills as an executioner at the same time.

Battle Level 1 - Novice

Starting Wounds      1D6+6
Move 4
Weapon Skill 4
Bow Skill 3
Strength 3
Toughness 3
Initiative 6
Attacks 1
Pinning 3

Weapons

Sword (D6+3 damage) and Repeating Crossbow (D6+3 damage).

Armor

None.  The Dark Elf Assassin may never use armor.

Item

Bottle of Weapon Venom:  The Dark Elf Assassin may apply Weapon Venom to a single hand-to-hand combat weapon or ranged projectile (a single crossbow bolt, for instance) at the beginning of the Warriors' Phase.  The Weapon Venom increases the Strength of the weapon by 1D6 for the rest of the phase, but on a roll of 1, the bottle has also been emptied.  The Dark Elf Assassin may apply Weapon Venom to another warrior's weapon only if he is standing next to that warrior at the beginning of the Warriors' Phase.   Weapon Venom only affects living creatures: undead, daemons, and artificial monsters like living statues are immune to its effects.

Special Rules

When the Dark Elf Assassin hits with his sword (or another hand-to-hand weapon), he ignores any armor that the target is wearing.

The Dark Elf Assassin hates all Elves except other Dark Elves.  The Dark Elf gets double his normal number of attacks against elves, but he takes a -1 penalty to hit.  The Dark Elf cannot be a member of a Warrior party that includes any Wood Elves or High Elves.

The Dark Elf Assassin may fire his Repeating Crossbow twice during his turn in the Warriors' Phase, but receives a -1 to hit on both shots if he does so.  The Dark Elf Assassin may fire one shot with his normal chance to hit.

The Dark Elf Assassin may use magical treasures usable by the Elf as long as they are not holy items or otherwise restricted to only High Elves or Wood Elves.

Advanced Rules for the Dark Elf Assassin

This section contains rules for players who would like to use a Dark Elf Assassin in a campaign.

Advance Charts

Level

WS

BS

S

Dmg

T

W

I

A

Lk

Wp

Skills

Pin

Gold

1

4

3+

3

D6

3

D6+6

6

1

0

2

0

3+

 

2

4

3+

3

D6

3

2D6+6

7

1

0

2

1

2+

2000

3

5

3+

3

D6

3

3D6+6

7

2

0

2

2

2+

4000

4

5

2+

3

D6

3

3D6+6

7

2

1

3

3

2+

8000

5

6

2+

4

2D6

3

4D6+6

7

2

1

3

3

2+

12000

6

6

1+

4

2D6

4

4D6+6

7

3

1

3

4

2+

18000

7

7

1+

4

2D6

4

5D6+6

8

3

1

3

4

A

24000

8

8

1+

4

3D6

4

5D6+6

8

3

2

3

5

A

32000

9

8

1+

4

3D6

4

6D6+6

8

4

2

4

6

A

45000

10

9

1+

4

3D6

4

6D6+6

9

4

3

4

7

A

50000

Settlements

Stores

The Dark Elf Assassin may purchase and use weapons and equipment available to the Elf.
The Dark Elf Assassin may not wear armor of any kind because it interferes with his ability to move quickly and stealthily.

Alehouse

Treat the Dark Elf Assassin as an Elf when visiting an Alehouse.

Elf Quarter

When the Dark Elf Assassin visits a 'Good Guy' settlement, roll to determine if the settlement has an Elf Quarter.  If there is an Elf Quarter in the settlement, roll on the following table on any otherwise Uneventful Day:

D6

Event

1-3

Killing Spree

Unless you roll 7+ on a Willpower test (D6 + Willpower) to control your hatred, you creep into the Elf Quarter that night with murder on your mind.  Several elves are found dead the next morning.  You must immediately leave the settlement before the murders can be traced to you.

4-5

Confrontation

Given the enigmatic nature of Elves in general, you can easily fool humans into thinking you are a Wood Elf or High Elf.   Other Elves, however, are not so easily fooled!  Roll 11+ on an Initiative test (D6 + Initiative) when confronted by another Elf in the street.  If you fail, you must immediately flee, losing one item and D6x100 gold in your haste to evade pursuers.

6

Discovered

Who knows what tipped them off?  All you know is that there's a lynch mob after you.  After spending most of a day running and hiding, you manage to slip out of the city, but you are forced to leave D3 items and 2D6x100 gold behind.

The Dark Elf Assassin cannot actually visit the Elf Quarter to conduct business.

Apothecary

The Apothecary is a special location; roll normally to determine if one can be found in a settlement.  The Dark Elf Assassin may visit an apothecary to buy ingredients to replenish his supply of Weapon Venom at a cost of 100.  The Apothecary will have enough ingredients to make 1 bottle of weapon venom.

Dark Elf Assassin Skills

2D6

Skill

2

Trance

The Assassin can withdraw and focus his mind on healing himself.  The Assassin must announce that he is entering a Trance at the beginning of his turn in the Warrior's Phase.  The Assassin may neither move nor take any other action, and any monster which attacks him hits automatically.  At the end of the turn, the Assassin heals D6 wounds.

3

Power Shot

Usable once per adventure.  The Assassin concentrates on making a single, perfect shot from a projectile weapon.  If the shot hits, multiply the roll on the damage dice by 3.

4

Assassinate

The Assassin's hand-to-hand attacks ignore the target's Toughness on a 'To Hit' roll of a natural 6.

5

Poison Master

The Assassin may use his knowledge of poisons to attempt to detoxify venom affecting himself or another warrior.  When using this skill, roll a D6.  On a roll of 5+, the Assassin is able to provide an antidote, negating the effects of the poison on the victim.

6

Extra Weapon

The Assassin has learned to fight with a weapon in each hand.  Neither can be a weapon that requires two hands, and only one can be a magic weapon.  The Assassin may make one attack with the extra weapon during his turn in the Warrior Phase, in addition to whatever attacks he can make with his primary weapon.

7

Dodge

When an opponent hits the Assassin, roll a D6.   On a roll of 6, the Assassin dodges the attack and takes no damage.

8

Stealth

Whenever monsters appear (whether a Room Event or an Unexpected Event), roll a D6 before placing the monsters. 
On a roll of 5+, remove the Assassin model from the board before placing the monsters.  After placing the monsters, place the Assassin anywhere on the board section he occupied or (if that one is full) an adjacent board section.

9

Ambush

Whenever monsters appear (whether a Room Event or an Unexpected Event), roll a D6 after they have been placed.  On a roll of 5+, the Assassin may immediately move and act as if it were his turn in the Warrior's Phase.

10

Blind Fighting

The Assassin has trained himself to move and operate effectively in near-total darkness.  The Assassin may continue to move and fight normally even if the lantern goes out or moves more than one board section away.

11

Leap

If free from pinning, the Assassin may leap over an adjacent square into the square beyond, bypassing any warrior, monster, or obstacle in the square he leaps over.  The Assassin still spends a point of movement for the square he leaps over.

12

Parry

When an opponent hits the Assassin, roll a D6.   On a roll of 6, the Assassin parries the blow and takes no damage.