Dark Elf Assassain

by Anthony Gill
AKA Phantom of the Opera

The Dark Elf Assassain is a valuable employee of the Dark Elf Government, and is assigned to do various tasks for them. Whether this may be spying on the other warriors, or returning a treasure of importance, it is almost certain that the Assassain is not adventuring because he has nothing better to do...

Special Abilities and Penalties

The Dark Elf begins with the skill Assassainate 6+. This ability allows the assassain to always ignore armor. On a score of a natural 6 on a To Hit roll, in addition to ignore armor, the blow also ignores toughness.

Weapons and armor

The assassain may only use dagger weapons, until he pays for sword Training . As for armor, only armor elves can wear and Dark Elf attire can be doaned.

Starting as a Dark Elf Assassain

The assassain begins his career with a dagger, and 1 survival kit. The government believes this is enough to sustain any worthy assassain through his first mission.

Dark Elf Underground

The Underground is where all Dark Elves go to receive Training, new equipment, new missions, and their salaries. The Underground is a hidden location, and no one knows where it is. However, there is one in every village, town, and city, no matter what.

First off, when the assassain enters the Underground, he must report the completion or failure of his previous mission. If he completed the previous assignment, he is honored and he is promoted by 1 rank. If he failed the mission, he is demoted by 1 rank and is only paid half the gold awarded for his new rank. Below is a payroll chart showing the gold given for completing an assignment:

Rank

1

2

3

4

5

6

7

8

9

10

Pay

200

400

800

1200

1800

2400

3200

4000

4500

5000

After being promoted or demoted, the assassain may enroll himself in various training classes, each of which take 5 days to complete. The classes are listed below:

Class

Cost

Effect

Sword Training

500 Gold

May use his assassainate skill with swords.

Blowgun Training

1000 Gold

Str 3, Range 5. 1 shot per attack. Ig. arm.

Throwing Knife T.

500 Gold

Thrown at normat Str. 1 shot per attack.

Survival Training

1000 Gold

Doubles the effect of a Survival Kit (2D6)

Reaction Training

500 Gold

Reaction Strike once per combat.

Agility Training

500 Gold

May jump 1 square if not pinned. Jumping takes 1 point of movement. 2 points if your assassain starts his move with a jump.

Assassain Training

1000 Gold

May trade all attacks in for 1 backstab attack. May backstab any unit you are not in combat with. The blow is at +2 to hit, +1 Damage Dice, and ignores toughness and armor. This may be done once per combat.

Advanced Combat Training

1000 Gold

+1 Attack once per combat.

Espionage Training

1000 Gold

If the assassain is not pinned, instead of moving he may disappear into the shadows, removing his model from the board. At the beginning of the next turn, the assassain may reappear next to any wall in the room.

Besides training, the assassain may also buy supplies to aid him on his missions.

Item

Stock

Cost

Rules

Blowgun Darts

5

50

2D6 darts.  Must have training first.

Throwing Dagger

6

50

1 Dagger.  Must have training first.

Quality Darts

8

200

2D6 darts.  Str 5. Must have training first.

Quality Dagger

7

200

1 Dagger.  +1 to Hit, +2 Str.  MHTF.

Survival Kit

7

100

Heals 1D6 wounds.  Anti-fatal on 5-6.

D6 Poison

5

50 each

+1D3 wounds when applied to a weapon.

Body Armor

 8

500

+1 Toughness

Cloak of Prot.

10

2000

+1 T; Deflects a blow on 6.

Skills

2

Throat Strike
Once per adventure, the assassain may launch a crippling slash to the throat for 5D6 damage no modifiers.

3

Assassainate Mastery
The assassain's assassianate #+ roll drops by 1.

4

Evasive
Your assassain is now at -1 to be hit.

5

Heart Thrust
Once per adventure, the assassain may stab for the heart. If the blow hits, it ignores armor, toughness, and does an extra dice of damage.

6

Dodge 6+
The assassain may now dodge each blow on a roll of a 6.

7

Assassainate Mastery
The assassain's assassianate #+ roll drops by 1.

8

Ignore Pain
On each blow the assassain takes, he ignores the first wound caused.

9

Well Place Blows
When a To Hit roll is a natural 6, the assassain does an extra 1D6 damage.

10

Fake Death
Once per adventure, your assassain may try to fake death. If a blow takes him to 0 wounds, the assassain may make an initiative test. If sucessful, the blow did not really killed the assassain, he just pretends like it did. (He is dropped to 1 wound though). He may play dead until all the other warriors are killed, or get up at any time next turn or beyond.

11

Assassainate Mastery
The assassain's assassianate #+ roll drops by 1.

12

Slip Away
When the assassain is not pinned, and there are no monsters on the board section, the assassain may slip into the shadows and vanish from the dungeon.

Missions

Before the adventure begins, the Dark Elf must secretly roll and see what his reason for going on the adventure is. It is more important to the Elf to complete his current assignment than the adventure, so letting the other adventurers know what his mission is might hamper him from completing it. 1. Monitor Combat Abilities - The government wants an eye kept on various warriors around the old world, watching for a potential threat. The assassain must keep an eye on the warriors, watching how they fight, what they carry, and what magic spells they know. To complete his mission, the assassain must see each warrior kill (Warrior's battle level x 200) gold worth of monsters.

2 Retrive A Treasure
The government requires an item that has been rumored to be in the particular dungeon the warriors are entering. This item has an important message hidden inside left from a previous assassain. Your job is to retrive this item any way possible. To complete the mission, 1D6+2 treasure cards must be drawn. Pull 1 at random. This is the treasure that must be returned. Return the card to the 1D6+2 deck and s
TREASURE BY CHART RULES : Every time a treasure is rolled, the assassain must roll a D6. If the result is 6, the treasure rolled is the one he must return with. If it is not the treasure needed, any future roll is at +1, then +2, and so on...
3 Collect Information
One of the players in the party (at random) knows information the Dark Elf Government needs to know. It is the assassain's job to return with this information one way or another. This data is of no particular importance to the warrior, but it is an item of interest to the government. Perhaps it is something like what another warrior's weapon does, or what spells some wizard knows how to do. Whatever the information is, the Government wants it, and it is your job to retrive it. To complete this mission, the assassain must try and sneak an answer out of the warrior in question. Whenever the magic phase is a 5 or 6, the assassain may ask, making an Init. test to see how well the question is concealed. The warrior must then make an Init test of his own to try and avoid answering. If the assassain passed his Init. test, the warrior is at -1 on his own. If the warrior passes his test, no information is exchanged. If the warrior fails, he accidentally tells the assassain what he wanted to know, and the assassain now has only to return with the information...
4 Complete the Adventure
Simply enough, the Dark Elf Government wants the adventure completed for their own sinister reasons.
5 Map the Dungeon
The government prefers to have information about every stronghold, cave, sewer, and dungeon in the old world. Your assassain is assigned to map the dungeon the warriors are entering, and no dungeon card must be left unturned. If any secret doors are found, the assassain gets paid an extra BLx10 gold per new dungeon card explored in it. Once mapped, the assassain must return with the map to complete his mission.
6 Find Hidden Treasure
The Government knows of a powerful treasure hidden in the dungeon the warriors are enterring. They have sent the assassain to find it and return it to the government. The treasure is in a secret room somewhere in the dungeon. The first secret room found will be the one with the treasure. Place an objective room on the other side of the secret door, and fill it with a normal roll on the combat table. After the battle is completed, in addition to whatever treasure is gained, the assassain finds the treasure he needed to return. After the item is safely in the hands of the government, his mission is complete.

Battle Level Stats

Level

Cost

M

WS

BS

S

T

W

I

DD

A

Lu

WP

Sk

Pin

1

0

4

5

4+

3

3

1D6+7

6

1

1

0

3

-

3+

2

2,000

4

5

4+

3

3

2D6+7

6

1

1

1

3

1

3+

3

4,000

4

6

3+

3

3

2D6+7

6

1

2

1

3

2

3+

4

8,000

4

6

3+

3

3

3D6+7

7

2

2

2

4

2

2+

5

12,000

4

7

3+

3

4

3D6+7

7

2

2

2

4

2

2+

6

18,000

4

7

2+

4

4

4D6+7

7

2

2

2

4

3

2+

7

24,000

4

8

2+

4

4

5D6+7

7

2

3

3

4

4

2+

8

32,000

4

9

1+

4

4

5D6+7

8

3

3

3

4

5

1+

9

45,000

4

9

1+

4

4

6D6+7

8

3

4

4

5

5

1+

10

50,000

4

9

A

4

4

7D6+7

9

3

4

4

5

6

1+