The Old World is a dangerous and a mysterious place, and its politics are no different. Rival states constantly keep watch on each other and the mighty realms such as Bretonnia, Kislev, Tilea and the Empire have the constant threat of annihilation hanging over their heads. Often they deal with marauding Orc Warbands or Chaos Covens as directly as possible through open warfare. But at times a subtler approach is called for, the Assassin. Most of the major cities in the Old World have a small conclave of Assassins in 'the Guild'. The Guild is usually disguised as a large townhouse in a select part of town where state messengers can be seen visiting often.
The Assassins are inheritors of the Cathayan's Assassins who also influenced the Skaven Clan Eshin. Masked and robed in black they are dexterous and subtle, trained in the arts of combat and trickery, able to mix with the finest company at court and kill hideous monsters in a sewer.
Most assassins are products of the criminal element of cities so they are perceptive and quick individuals. Many more come from unnoticed families such as tradesman, artisans... All are handpicked for their cunning and intelligence
Once trained an assassin will undergo many missions, usually as ordered by the Grand Master and Council of his Guild House. Although their name suggests the main nature of their work, they are also picked for a variety of other missions: spying, rescues, kidnapping, couriers and even infiltration.
Assassins have a great sense of style and work ethic and can be as arrogant or as superior as an Imperial Noble when it comes to assessing another assassin or indeed any person in the same line of work. Although an Assassin will never fail to lend a hand to another assassin, even if he is from a different cities Guild House, they will still look down on any assassin who doesn't use the latest equipment or techniques. They are worse than courtiers sometimes!
An Assassin is a useful addition to a party of warriors as he brings a variety of combat and social skills to the group. However many will regard his antics as excessively dangerous and his feats of daring-do (or daring-don't as the case maybe) will occasionally annoy his comrades
Any player may start the game as an Assassin rather than one of the warriors in the Warhammer Quest box. All the rules for creating a new character apply unless otherwise stated in this article.
Wounds |
1D6+7 |
Move |
4 |
Weapon Skill |
4 |
Ballistic Skill |
4+ |
Strength |
3 |
Toughness |
3 |
Initiative |
5 |
Attacks |
1 |
Pinning Roll |
3+ |
Willpower |
3 |
The Assassin begins with 1D6+7 Wounds. If you roll any 1's, when rolling Wounds, you can reroll, but if the dice comes up with a 1 a second time, you must keep it.
The Assassin prefers small concealable blades to carry out his work and has found them excellent for close combat. He is never without a plethora of blades about him.
The Assassin starts the game with a sword (which does 1D6 plus his strength of 3 when he wields it), 1 knife (strength 1 but may be concealed in his boot), and four daggers (Strength 1, either hand-to-hand or missile weapon, may be retrieved when all monsters in the room are dead).
The Assassin relies on speed and agility in combat, he never wears any armour.
The Assassin starts the game with an Assassin's Shadow Cloak, specially woven to deflect and warp light.
If the Assassin is at least two squares away from the warrior of the lantern all missile attacks are at -1 to hit.
The assassin has spent years training to look for weak points in a creatures defense to land a killing blow. Look on the following table. I f the 'to hit' roll matches the number by the Assassin's level then ignore Toughness and Armour when working out damage
Novice | 6+ |
Adept | 5+ |
Master | 5+ |
Lord | 4+ |
The Assassin may use the following weapons: swords, knifes, daggers, throwing stars, knuckle dusters, crossbows and any that may be bought at the Assassins Guild.
They may use NO double handed weapons (not including crossbow).
Other than that he may use any that is normally allowed to warriors (e.g. a BDEW in the code)
When visiting Settlements an Assassin may visit all the standard locations such as the various traders and the following special locations: The Alchemist, Gambling House, Temple, Training Pit and Alehouse (no modifier).
In addition, there is a new special location - the Assassin's Guild.
All the usual rules apply to see if these special locations may be found.
Any event that causes the Assassin to be arrested or press-ganged then double the amount of base money to get him out (e.g. the non-variable amount). The Assassin gets +1 to his dice roll in events where he has to run away, and -1 when he is under suspicion.
The Assassins maintain a base of operations in every city. At first glance this will look just like a wealthy merchant's townhouse among the large boulevards of the central city. Inside, however, it is a different matter. The house is always far larger than you can see from the outside and it is filled with corridors, courtyards, rooms and halls. Assassins roam the place as do the normal mix of servants, ordinary guards, instructors and messengers. In contrast to popular opinion the Guild is always well lit and airy, fine art decorates the walls and there is almost nothing sinister about it.
Every Guild has a resident Grand Master. This is a revered assassin who has gained his monarch's trust and been put in this position as old age set in. He is usually possessed of a keen intellect and structured mind and has much wisdom and experience to impart to a young assassin.
The Assassin's Guild is a Special Location and may only be found in a city on a roll of seven or more on 2D6.
The Guild is where an Assassin may be informed on the latest news, receive new missions, receive aid for him and his party and train to go up battle levels. As he does this his profile changes as usual. He also gains dice rolls on the skills table.
Whilst in the Guild, the Assassin may pay a visit to the Grand Master and his council to pick up any information to help him and his friends. Because of the Assassin's having informers everywhere and a close working relationship with the government they can pick up many useful tip-bits. Roll 1D6 to see what the Grand Master has to tell him. You may only roll once per Guild.
D6 |
News |
1 |
Information is scarce and the assassin learns nothing of interest |
2 |
The Assassin learns of an old friend who has recently returned from missions to Cathay and has learned many new and strange techniques. When the Assassin rolls for his skill when he next trains, he may reroll once. |
3 |
Assassin have visited many of the monsters lairs around this area and the Assassin has been given a map of the dungeon. If he wishes he may automatically become leader next adventure |
4 |
The Assassin learns of several particularly foul and clever monsters in a nearby dungeon who have been causing havoc with their surprise attacks. Once during the next adventure when ambushed by monsters the Assassin ma y declare these were the monsters he was warned about and the ambush fails. The warriors may attack first. In addition the Assassin gets +20% gold for each one he kills. |
5 |
A council member warns the assassin of a monster he came up against who has some arcane assistance... At the end of the next dungeon, if the highest ranking enemy (usually a commander) died then the Assassin may roll for one extra piece of treasure on the Dungeon Room table (rerolling a result of 1-Gold) |
6 |
The Grand Master beckons forward conspiratorially and imparts a mission of assassination to the Assassin. Any time in the next dungeon the Assassin may declare a monster is the one he was told to assassinate. If he kills it he gains double gold |
The Assassin may visit the Guild Armoury to obtain special weapons and supplies to aid him in his adventures.
Assassin's hold their equipment in very high regard and it is considered a bit of faux pas not to have the latest 'in' weapon. Roll a D6. On a roll of a 1, 2 or 3 the Assassin must buy something here.
No selling price is given as no Assassin would dream of selling his excellent equipment at a knock down price, and no assassin would buy special equipment of another at a cheaper price.
Poison Vial (50 Gold)
Can be applied to darts or crossbow quarrels. A vial provides enough poison to last one adventure.
When working out wounds from a poisoned dart or quarrels roll 1D6.
1-3 | The poison has faded, no extra damage is caused |
4-6 | The poison causes an extra D3+2 wounds |
Blowpipe (150 Gold)
Strength 2.Ignore 1 point of armour.
Darts (30 Gold)
Enough to last one adventure
1D6 Smokebombs (100 Gold)
A smokebomb may be thrown at any time and covers an area of 2x2 squares. It remains in place for two turns. It cannot fire or go through it
Lock Tools (200 Gold)
(See rules for dwarf version)
Grappling Hook (60 Gold)
Must be attached to a rope. It may then be used to to drag enemies towards you. First roll ballistic skill to hit as normal. Next roll 1D6 and add the
wielders Strength. Compare this total to the target Monsters Strength. The difference is the numbers of squares the Monster is dragged. If the Monsters Strength
is greater then in remains where it is.
Boot Blades (150 Gold)
Give the Assassin +1 Attack but at at -1 to hit.
Throwing Stars (100 Gold)
An assassin can throw as many stars in a turn he has attacks. The assassin uses his normal BS to hit. Each hit has a strength of 1 but ignore any armour
when working out for damage.
The Assassin's arm are a blur of motion as he throws his blades with unerring accuracy.
He may throw as many daggers per turn as he has attacks.
Tensing his muscles, The Assassin leaps forward, barreling through the air.
The Assassin may move 6 squares in any direction. He cannot be engaged in hand to hand combat whilst leaping, but spells and missile weapons can fire at him with a -2 to hit. To complete a leap takes an entire turn.
When behind a creature you may trade all attacks for a single cutthroat attack. Roll a D6. On a 1-3 you are elbowed back and lay prone for one turn. On a 4-6 you cause D6 wounds per battle level ignoring armour.
You may leap one square in any direction as part of your move, landing in the square beyond. Any obstacle in the square is ignored, though it still counts as one square of movement.
Roll a 5 or 6 to evade a blow by moving into any adjacent free square.
The Assassin may move past an enemy, ignoring pinning. Work out one attack as normal. If he stops next to monster and wishes to attack this skill may not be used. Similarly he may have to escape pinning first. Cannot cause death blows.
The assassin is a master of disguise and knows how to bend his body to look like different forms at first glance.
When assigning left over monsters to Warriors and your Warrior is chosen roll a D6. On a roll of 4, 5 or 6 you are ignored, pick a different warrior immediately. On a 1, 2 or 3 resolve as normal.
The Assassins reputation is well known and many people who know of him are in awe. Use this skill when buying new equipment. Roll on the table below.
1-2 | The Merchant is an Assassin of the famous Grey Shadows of Altdorf guild, he sneers at your unsubtle technique. You do not gain the item and you may not enter the Guild in this settlement or the next. |
3 | The Merchant is fairly impressed and grants you 10% off. |
4 | 20% off. |
5 | 50% off. |
6 | Free. |
However after making any of these purchase roll a D6. On a roll of a one you get thrown out of the settlement for intimidation.
You may move diagonally between two warriors using strange (and terrifying) body movements.
Also whenever you are required to spend time in jail as part of a settlement event roll a D6. On a 3+ you escape on your first day.
The Assassin has a regime of mental meditation which leaves him calm in the face of even the gravest danger.
He add +2 to fear tests and +1 to Terror tests.
By worming his way into other peoples' confidences, the Assassin opens up a whole new scope of contacts and opportunities.
The assassin can spend a week trying to infiltrate one special location of his choice.
Roll on this chart at the end of the week:
1 | You are caught and put in jail under charges of espionage. It costs 1D6x100 to get you out. |
2 | You fail after paying 1D6x50 expenses. |
3 | You fail after paying 1D6x10 expenses. |
4 | You succeed after paying 1D6x50 expenses. |
5 | You succeed after paying 1D6x10 expenses. |
6 | You become a trustee comrade. You may visit the infiltrated location again, at the next settlement you visit. Assuming the location is present. |
Once a location is successfully infiltrated you can buy appropriate goods and roll on the appropriate charts.
Battle Level |
Gold |
Title |
M |
WS |
BS |
S |
Damage Dice |
T |
Wounds |
I |
A |
Luck |
WP |
Skills |
Pinning |
1 |
0 |
Novice |
4 |
4 |
4+ |
3 |
1 |
3 |
1D6+7 |
5 |
1 |
0 |
3 |
Assassin |
3+ |
2 |
2,000 |
Adept |
4 |
5 |
4+ |
3 |
1 |
3 |
2D6+7 |
5 |
1 |
0 |
3 |
1 |
3+ |
3 |
4,000 |
Adept |
4 |
5 |
4+ |
3 |
1 |
3 |
3D6+7 |
5 |
2 |
1 |
4 |
1 |
3+ |
4 |
8,000 |
Adept |
5 |
5 |
3+ |
3 |
1 |
3 |
3D6+7 |
6 |
2 |
1 |
4 |
2 |
3+ |
5 |
12,000 |
Master |
5 |
6 |
3+ |
3 |
2 |
3 |
4D6+7 |
6 |
3 |
2 |
4 |
2 |
3+ |
6 |
18,000 |
Master |
5 |
6 |
3+ |
3 |
2 |
3 |
4D6+7 |
7 |
3 |
2 |
5 |
3 |
3+ |
7 |
24,000 |
Master |
5 |
6 |
3+ |
4 |
2 |
3 |
5D6+7 |
7 |
3 |
2 |
5 |
3 |
3+ |
8 |
32,000 |
Master |
6 |
7 |
2+ |
4 |
2 |
4 |
5D6+7 |
7 |
4 |
3 |
5 |
4 |
2+ |
9 |
45,000 |
Lord |
6 |
7 |
2+ |
4 |
3 |
4 |
6D6+7 |
8 |
4 |
3 |
5 |
5 |
2+ |
10 |
50,000 |
Lord |
6 |
7 |
2+ |
4 |
3 |
4 |
7D6+7 |
8 |
4 |
3 |
5 |
6 |
2+ |