Warhammer Quest
Dark Elf Assassin

By Luminos

When the Dark Elves were banished by the Elders of Ulthuan for their worship of the Dark Gods, they retreated to Naggaroth and built their own kingdoms. There they stayed for countless years, secluded, chewing on their grudge against all other Elves, and worshipping their deities of evil. When finally they emerged to once again mix with the rest of the Old World, they were a bitter race. The Witch King trains his more skilled warriors to be assassins and kill some more prominent and influential members of High Elf society. The Dark Elf Assassin is just such a warrior. Rather than staying in Naggaroth for the totality of his training, though, Assassins travel throughout the Old World to get a more broad range of experience. The Assassin roams from city to city, not caring much for small villages or even towns. He feels quite at home in the bustling marketplaces of the larger cities, where many races are found mixed together and the usually hated Dark Elves may blend in better.

In Warhammer Quest, the Assassin can be played in one of two ways. Firstly, he may join a party of adventurers just for a new experience, to learn the strengths (and more importantly the weaknesses) of different races. He will help the other warrior’s out while in the dungeon, but only because he wants them to help him when he needs it. Secondly, the warriors may hire the Assassin in a city to help them along for an adventure or two. The second choice is only recommended for parties of warriors who have lost a member and are trying to temporarily fill the gap in their party while searching for a new adventurer. Another possibility would be the warriors are on an adventure where they know an Assassin would be useful, such as one where they need to sneak around or disguise themselves, things an Assassin is skilled at.


The profile of a Dark Elf Assassin is as follows:

Level 1
Title Outlaw
Move 4
WS 4
BS 4
Str. 3
Dam. 1D6
Tough. 3
Wounds      1D6+7
Init. 3
Att. 1
Luck 0
WP 3


The Dark Elf Assassin carries a vial of Black Venom, a special poison from Naggaroth.


The Assassin starts out with a knife, causing 1D6+1 wounds. It can be hidden in his boot.


The Dark Elf does not begin the game with any armor.


The Assassin can never be pinned.

Special Rules and Equipment

Black Venom

This thick, dark-colored liquid is used to coat the blades of Naggaroth’s death-dealers. It causes 1D3 wounds of Fatal Damage (resolved after the Monster’s Phase) on a successful hit by a coated blade. The Assassin’s vial carries enough poison to coat his knife for 1 adventure.

Special Skill - Assassinate

Much like the skill listed in the Bestiary of the Roleplay book, this skill allows the Dark Elf to ignore armor when attacking a monster with hand-to-hand weapons. On a natural hit roll of 6+, toughness is also ignored. Any magical weapons (such as the Darting Steel Daggers) which hit automatically in hand-to-hand combat are treated as if the hit roll were a natural 6.

The Assassin and Treasure

The Assassin will obviously not use treasure intended for spellcasters. He may not use swords, or anything larger (like an axe) or heavier (like a mace). The Dark Elf cannot wear any magical armor or helmets, and will not carry any shield.


In the advanced game of Warhammer, the Dark Elf Assassin will gain special skills and attributes as he progresses from battle-level 1 to 10. The following section shows how the Dark Elf Assassin goes through the battle-levels and details a new place to visit - the city Marketplace.

Hiring an Assassin

If the Warriors choose to hire an Assassin, it will cost them 3D3 x (Assassin’s battle-level) x 100 gold to do so.


The Dark Elf’s Assassinate skill increases with his battle-levels. It is treated like the Assassinate skill listed in the Bestiary. At the Outlaw and Cutthroat levels he ignores Toughness on a 6. At the Assassin level he gains Assassinate 5+, and at the Deathlord level he has Assassinate 4+.

Assassins and Armor

The Assassin will never wear any armor other than Furs, as it would be too much of an encumbrance for his fast-paced style of fighting. He will not wear any kind of helmet or carry any kind of shield, either. He will, however, look for small magical items that increase his defense, such as rings of protection.


The Dark Elf Assassin is quite limited in the weapons he is allowed to use. He only uses small weapons, as larger weapons would impede his movement and fighting style. He will never use any swords, or anything similar in size or larger. (eg. at the Weaponsmith, he may buy only Daggers, Knives, Throwing Axes, Throwing Stars, and Knuckle Dusters.) The Assassin, unlike other warriors, can attack with projectile weapons as many times as his Attacks attribute will allow. He also attacks uniquely with Throwing Stars. Rather than throwing one at a time, he tosses a handful at a time towards his foes. When attacking, instead of adding the strength of 1 to his damage dice, roll 1D6 and add the result to represent the number of stars that have hit the enemy (each having a strength of 1).

Assassins and Runes

Assassins generally use weak and small weapons such as knives and daggers, so the only way to increase their attack power is through poisons and magic, namely runes. Any knife or dagger may only ever have two runes inscribed upon it, but the Assassin also has another option. He may choose to inscribe one rune on two small blades, one half on each blade. This gives each blade the effects of the rune, but only if they are used at the same time (if the Assassin has the Ambidextrous skill or is using the Darting Steel Daggers).

Fighting Other Dark Elves

If an event occurs that causes the Dark Elf Assassin to fight other Dark Elves, he will not shy away from the fight, but act normally. Dark Elves, although strong in unity on the battlefield, care nothing for each other’s personal well-being and will gladly kill each other for a few gold pieces.


Dark Elves in general are not looked too kindly upon by most other races; besides Naggaroth, the only other place they truly find themselves at home is on the busy streets of the more over-populated cities of the Old World. These are places where all races are mixed together, and one particular person would not even be singled out, regardless of their race. Although Dark Elves are tolerated in the larger cities, they are still not well liked. Every time an Assassin enters a settlement, roll 1D6. On a 1, he is refused entry into the city by the guards. On a 6, he not only gets into the city, but he finds another Dark Elf within the city who may know of other Assassins in the area. This gives him a chance to train (refer to “Assassins and Training” section).

The Dark Elf will only visit cities, never villages or even towns. He may visit the Alchemist, the Alehouse (2D6-2), the Gambling House, the Armorer (Furs only), the Fletcher (no Longbow), the Weaponsmith, the Animal Trader, and the General Store. He has no desire to visit the Temple. He may buy only items and weapons allowed to the Elf (within the above stated limits), with two exceptions - he may buy a Crossbow and a Throwing Axe. Besides these locations, the Assassin may visit a new location - the city Marketplace.

The City Marketplace

Among the bustling streets of the cities of the Empire where the shops and stores are plentiful, merchants from all around the Old World set up carts and tents to sell their own goods. While these are usually nothing more than what can be bought at a General Store in a different part of the world, a truly well-traveled individual such as the Assassin knows how many of these salesmen make most of their gold. Behind the usual supplies and things lies the “black market” goods, the weapons and items that only a select few are privy to. These goods range from disguise kits to poison to rune-engraved bombs.

Each time the Dark Elf enters a city, he may go to the Marketplace. Roll 1D6 to see how many merchants he may visit altogether (only one per day), then roll 1D6 on the table below to see what race the merchant is. Each day spent in the Marketplace triggers a Marketplace Event, and rather than making a roll on the normal Settlement Events table, roll on the Marketplace Events table found below. Every Merchant sells the items from the General Store that are available to their own race, besides some additional goods (you may buy these; roll on race tables below in the “Other Warriors” section as a “Human”). All of the “black market” items may only be used by the Assassin, as the other warriors find them distasteful (even the Witch Hunter).


Roll #
1 1
2 2
3-5 3
6 4

Race Table

1 Wood Elf
2 Dwarf
3 Chaos Dwarf
4,5 Human
6 Dark Elf

Wood Elf Merchant

As you approach the tent, you see the unsightly banner of Orion, king of the Wood Elves. It’s the only tent nearby, though, so you go in anyway. Upon entering, the Elf, dressed an gaudy green and red, silently asks his hired bodyguard to politely escort you out of the tent. When you regain consciousness, you thankfully realize that nothing was stolen, but will definitely think twice about entering the Elf Quarter in the next city you visit! You were so injured that you may do nothing the rest of the day. You do not need to roll for a Marketplace Event.

Dwarven Merchant

The stout little Dwarf eyes you cautiously as you peruse through his merchandise. This guy looks honest, he won’t have anything special you’re looking for. You had better buy something, though, because he’ll think you’re a spy otherwise.

Chaos Dwarf Merchant

You know that the gruff Chaos Dwarf is not here to sell those silly door spikes laying out on his cart. You walk over to him with a knowing look in your eye, and he nods slightly. “Come in and see the new steel spikes, they don’t rust like the iron ones,” he says too loudly. You follow him into his tent, and he shows you the real goods. His selection is displayed on the following table.

1D6 Firebombs8 100
1D3 Dragon Bombs10 400
Throwing Hammer 9 400
Chamber Quarrels 8 160

See the Dwarf Guildmaster in the Roleplay Book.

Dragon Bombs
These look like Firebombs but are engraved with powerful fire-runes. A Dragon Bomb causes 2D6 wounds to each monster in a 2x2 square, OR 4D6 wounds to any one Large Monster (see Beastiary). Damage caused by a Dragon Bomb is completely unmodified for anything.

Throwing Hammer
Slightly smaller than the Warhammer, this weapon has a thick leather strap attached to the bottom of its handle, allowing it to be swung and thrown as a sling. It can be used in hand-to- hand combat and causes damage as Mace (see Weaponsmith). If thrown, it requires successful BS roll, ignores all but magic armor when resolving damage and is a strength 1D6 weapon.

Chamber Quarrels
These appear to be normal quarrels for a crossbow, but a closer inspection reveals a small compartment wherein poison can be held. There are enough quarrels per purchase to last one adventure. They can be filled with Black Venom. One dipping (enough to last on 1 blade for 1 adventure) fills all the quarrels used in 1 adventure.

Human Merchant

Walking casually by the huge tent of the traveling Merchant, you quickly sneak into the back of his temporary shop and see what he has in stock from the underground.

BootBlades 7 200
2D6 Dirks 6 150
Bola 9 300
Healing Herbs from Loren 10500
Disguise Kit10 700
Charm 10 1,800

Boot Blades
These grant an extra +1 strength attack at -1 to hit.

Dagger-like weapons, they are used like Throwing Stars. They have a strength of 2 and are thrown at +1BS.

This is a rope attached to 3 steel spheres that is thrown to wrap around an enemy’s legs, rendering them helpless. It requires a successful BS roll to hit, and counts as 1 attack. Monsters that are caught in the bola are automatically hit. An enemy may attempt to break free from the bola in the Monster’s Phase. Roll a dice and add the enemy’s strength. If the result is 8 or over, they break out. If the roll was a natural 6, the bola is broken. The monster cannot do anything else that Monster’s Phase, as he has used all his time breaking free. If he fails, he remains caught until the next Monster’s Phase. If not broken, the bola may be retrieved when all the monsters in the room are dead. The bola has no effect on Large Monsters (see Beastiary).

Healing Herbs from Loren
Hey, what’s a human merchant doing with Wood Elven Herbs? No wonder that Wood Elf Merchant in the Elf Quarter was ranting and raving. Anyway, these herbs will make 1D3 Healing Potions, each healing 1D6 wounds.

Disguise Kit
This kit will aid the Dark Elf in impersonating any race while in Settlements. He may attempt to disguise himself as another race to enter the Marketplace. The Dark Elf must decide which race he takes on the appearance of (Elf, Human, or Dwarf) before he goes to a merchant. Roll for the race as normal, but the reactions of the merchants, depending on your disguise, will be as if you were another warrior visiting the Marketplace (see race tables in “Other Warriors” section). Before leaving the city, you must discard the used kit.

Stolen directly from the Wood Elf Troupes that surround nearly every major city, these talismans give you +1 luck permanently.

Dark Elf Merchant

What a relief to finally see another Dark Elf’s face in the midst of these fumbling humans and gnarled midget dwarves. The merchant feels the same way, and before you get down to business, you both feel compelled to sit down and discuss the dealings of the Old World, Naggaroth, Ulthuan, and even the cities of the Empire. Neither of you particularly enjoy each other’s company, but there’s no one else willing to discuss the advantages of water torture over the rack. Inevitably this conversation will turn to fighting and battles. The Dark Elf Merchant will tell his new customer if there is any chance he can train up to his next battle-level (see “Assassins and Training” section). This is what the Dark Elf Merchant has to offer for sale.

Flask of Black Venom 7400
Repeater Crossbow7 2,500
Chamber Arrows9 120
1D6 Razor Arrows10 100
Hooknives (2)8 600

Black Venom
This deadly poison is only manufactured in the heart of dark Naggaroth. It is a fast-working toxin that begins to deteriorate the heart mere minutes after injection. A Flask of Black Venom carries enough to dip a blade into it 1D6 times. Each coating lasts for one whole adventure. Upon being hit with a blade covered in Black Venom, an enemy suffers (Outlaw - 1D3, Cutthroat - 2D3, Assassin - 3D3, Deathlord - 4D3) wounds of Fatal Damage, resolved after the Monster’s Phase, with no modifiers whatsoever. The increasing severity of the poison reflects the fact that higher concentrations of Black Venom will only be sold to more seasoned warriors, who respect its potency and will be more careful with it, by the veteran merchants who offer it for sale.

Repeater Crossbow
The specialized missile weapon invented by Dark Elves, this weapon allows several shots to be fired before needing to be relaoded. The Repeater Crossbow allows 5 shots per turn. Roll BS for each shot. If a 1 is rolled, the Crossbow jams and may not fire any more shots this turn. It takes 1 turn to reload, and any jams are automatically fixed in the process.

Chamber Arrows
Same as Chamber Quarrels, but for use with bows.

Razor Arrows
The especially narrow heads of these arrows are serrated as a miniature saw. If attacking an enemy with armor, the armor is ignored when resolving damage. If attacking an enemy without armor, Razor Arrows cause an extra 1D3 points of damage. Razor Arrows have no effect on magical armor, and no special rules apply when attacking such monsters.

Preferred weapons of Naggaroth’s crazed Witch Elves, each knife has a nasty hook on the end. These can only be weilded if the Assassin has the Ambidextrous skill - if they aren’t used simultaneously, they have no bonuses and attack as regular knives. If he does have the skill, the Hooknives cause an extra D6 wounds on a hit roll of 5+.

Other Warriors

Any warrior may visit the Marketplace. If another warrior besides the Dark Elf Assassin wishes to do so, they can visit a total of 1D3 merchants (one per day), roll for the merchant’s race, and roll on the Marketplace Events table as normal. Use the following race tables to see what is available to your warrior.

Race of customerGoods offered
DwarfGeneral Store & Fletcher
HumanGeneral Store
ElfGeneral Store, Fletcher, & Elf Quarter


Race of customerGoods offered
DwarfGeneral Store, Gunsmith, & Dwarf Guildmaster
HumanGeneral Store & Gunsmith
ElfGeneral Store


Race of customerGoods offered
DwarfGeneral Store & Weaponsmith*
HumanGeneral Store & Weaponsmith*
ElfGeneral Store & Weaponsmith*
*items available to the Wizard only
Race of customerGoods offered
DwarfGeneral Store & Gunsmith*
HumanGeneral Store & Gunsmith*
ElfGeneral Store & Gunsmith*
*he also offers the Blunderbuss

Fired at -1 BS, range 6 squares. All models in a 2x2 square suffer a strength 4 hit unmodified for armor. On a hit roll of 1 the Blunderbuss misfires and the user and every adjacent model suffers a strength 4 hit unmodified for armor. Uses powder and shot bought at the Gunsmith, each is good for 6 shots. Takes 1D3 turns to reload.

Race of customerGoods offered
DwarfGeneral Store & Fletcher
HumanGeneral Store & Fletcher
ElfGeneral Store & Fletcher



The Jester’s “fire-eating” act gets out of hand, and many of the merchant’s tents and carts in the Marketplace are set alight. Roll 1D6 for each possible merchant you may visit for the rest of this Settlement. On a 1 or 2, that merchant’s facilitites were destroyed, and he cannot be visited.


You are mistaken for a criminal by the local magistrate, and thrown into the community dungeon for 1D3 days to await your sentence. Upon the return of the official, you successfully convince him that he has the wrong man, to the tune of 1D6x100 gold.


Just as you are about to go back to your inn, a raging storm breaks out. It lasts for 1D3 days and the Marketplace is closed until it ends.


Some odd local holiday has prompted a celebration. The Marketplace is closed, and the merchants are all drunk. You can join in the feasting for the 1D6 days that the festival lasts if you wish, taking 1 day to recover for every 2 days you party.


Somebody bumps into you in the overcrowded Marketplace, and you don’t think much of it until you return to your inn, where you discover that you’re 1D6x50 gold lighter. The Dark Elf may avoid this on a D6 roll of 6.


A drunken patron emerging from the nearby Alehouse decides he doesn’t like your face. Either of them. He starts a fight with you. Make a WS test (7+ is successful). If you fail, he beats you good and takes 1D6x30 gold from your pouch. If you win, you knock him to the ground and take all his gold, amounting to 1D6 gold.


You approach a crowd to see what’s going on and find a performing jester at it’s center. The performance is quite entertaining, and you offer him 1D6x20 for his efforts.


In the middle of a business transaction, you suddenly hear the shouts and footsteps of the crazed townspeople, and narrowly escape death by trampling. When the dust clears, you recognize the cause of the panic. A band of 1D6 Skaven have raided the Marketplace. You may fight them if you wish. Refer to the Bestiary (under Stormvermin Champion) for their stats. Roll to attack and for their attacks as normal, cycling between Warrior’s and Monster’s Phases. If you kill them (you do not get their gold value), the rest of the merchants you visit this Settlement will sell you items at 1/2 price. If you lose to them, a fellow warrior may come and revive you, but the Stormvermin escape before they can be caught. If you choose not to fight them, they ransack the entire Marketplace and it cannot be returned to for this Settlement. In addition, the next time you encounter Stormvermin, 1D3 of them (chosen at random) will wield magic weapons (that they stole from the Marketplace).



There are 2 main ways through which the Dark Elf can go up battle-levels. Both involve finding a Dark Elf Deathlord in or near the particular city you are in. Firstly, whenever an Assassin enters a Settlement and finds a Dark Elf to put him up for his stay, he will immediately inform you whether or not there is a Deathlord around the area. Roll 1D6 on the following table.

1-3The Elf doesn’t know of any Deathlord anywhere in the area.
4A high-level Assassin left here a short while ago, and can be reached in 1D6 weeks of travel.*
5A Deathlord just left, and is about 1D3 weeks away.*
6An old Dark Elf is actually living in this city, and can be visited tomorrow.

*Roll for Hazards as normal. Once the Dark Elf has found the Deathlord and trained, he may not return to the Settlement, but will meet up with the other warriors at the start of the next dungeon.

Secondly, whenever the Assassin visits a Dark Elf Merchant, there is a chance that he will tell him of other Deathlords in the area, or even offer to train you himself. Roll 1D6 on this table.

1 The merchant does not know of any Deathlords in the area.
2 A high-level Assassin left here a short while ago, and can be reached in 1D6 weeks of travel.*
3 A Deathlord just left, and is about 1D3 weeks away.*
4 There happens to be one in the very Settlement you’re in right now.
5 There is one in this city, and he knows of another nearby. The next time you wish to train, you do not need to roll on any tables, as the Deathlord is already waiting for you when you arrive.
6 The Dark Elf Merchant is actually a retired Assassin himself, and he will train you to the next battle-level. In addition to your training, he also sells you a special weapon or magical item to aid you in your battles for 1D6 x (Assassin’s new battle-level) x 50 gold. 
Roll 1D6+1D3.
2 Short Sword
Strength 2; with Vital Strike skill, strength 4
3 Steel Claw
+2 strength, -1 to hit
4 Ring of Protection
Grants +2 toughness
5 Ring of Black Magic
See below
6 Thunder Rune
See below
7 Sorcerer’s Halfcloak
All enemies with non-magical weapons are at -1 to hit
8 Vambrace of Chaos
Grants Magic Resistance 6+ (see Beastiary)
9 Dark Amulet
See below

Ring of Black Magic
This magical ring works just like the Spell Ring (Item 21 in the Magic Items sub-table of the Dungeon Room Treasure table in the Roleplay book), only it casts Dark Elf Magic. Before each adventure, rather than taking a spell card, the Assassin rolls on the Dark Elf Magic table (page 96 in the Roleplay book) to see which spell is held in the ring. If he rolls a Failure, no spell is stored on the ring this adventure, and he must wait until the next dungeon to try again.

Thunder Rune
This rune burns itself into the blade of any weapon it comes in contact with and immediately crumbles into dust. It causes the weapon to be magic and adds 1D6 wounds when rolling for damage if the hit roll is a natural 6.

Dark Amulet
This black medallion grants the Dark Elf increases to his attributes each turn. In the Power Phase, he chooses one of the following - Movement, Strength, Toughness, Attacks, Weapon Skill, Ballistic Skill, Initiative, or Willpower - and adds +1 for the next turn.

All training, of course, must be paid for, and the payment for training up to each battle-level is found on the Assassin’s Battle-level Table.



The Assassin learns to fight as dangerously without weapons as he does with them. 
If he is ever completely disarmed, he may attack causing normal damage (1D6+strength), without the bonus of the Assassinate skill.


This kill allows the Dark Elf to ignore all hit restrictions on “underhanded” weapons. These include Knuckle Dusters, Boot Blades, and the Steel Claw.


The Assassin makes one shot that is so perfectly aimed that it strikes the target’s heart, killing it instantly. 
This skill allows the Assassin to choose 1 missile attack and that attack automatically hits. This skill may be used one time per adventure.


The Assassin can now make one immediate attack on a monster as soon as he is placed on the board next to him. The attack is made in addition to any other attacks he may have this turn. Because this skill is an instinctive reaction, it cannot cause a deathblow. By the same token, the Assassin is not affected by any Psychology effects.


The Assassin now has +2 attacks with a missile weapon.


The Dark Elf quickly seeks out his enemy’s most vulnerable spot, and strikes there with all his might. 
This skill lets the Assassin add his strength to hand-to-hand knife and dagger attacks.


The Assassin may now fight with two weapons at the same time. 
He gets extra attacks from doing this. The Dark Elf must nominate which weapon he is using for each attack if they differ in the amount of damage they cause. Outlaw & Cutthroat - +1 Attack, Assassin - +2 Attacks, Deathlord - +3 Attacks.


The Assassin launches himself at his foe, digging his poisoned blades deep into his enemy’s neck.
This special ability lets the Assassin leap onto his foe from behind and (trading in all his attacks this turn) make one Deathleap Attack. When it is the Assassin’s turn to attack, he may choose any monster that is NOT facing him and is no farther than 2 squares away. Roll to hit. If he misses, he falls to the floor where he stands, spends the rest of his turn getting up, and cannot attack this turn. If he hits, he leaps onto that monster, whether there are other models in the way or not. He attacks with 4x normal damage. This can be done one time per dungeon.


The Assassin now adds his strength to all thrown projectile weapons.


This is the same as the Elf’s Dodge skill, or that listed in the Beastiary. It grants the Assassin the following. Outlaw & Cutthroat - Dodge 6+, Assassin & Deathlord - Dodge 5+.


The Assassin may now split up his attacks each turn between hand-to-hand and missile attacks. For example, if he kills a monster in hand-to-hand combat and has 2 attacks left over, he can take out a bow and fire the two shots at another monster in the room.

Dark Elf Assassin Advanced Profile

LevelGoldTitleMoveWSBSStr. Dam.Tough.WoundsInit.Att.LuckWPSkills