The black-clad assassins of Clan Eshin are rightly feared by those who know of them. They are trained from birth as quick, murderous fighters adept in the use of poisons, garrotes, throwing stars and all manner of exotic weapons. Most Clan Eshin weapons are forged with warpstone so that they constantly weep a potent corrosive venom. Much of the assassins' training hones their already fast Skaven reflexes to unparalleled heights, enabling them to perform incredible feats like leaping many times their own height into the air, running as fast as a galloping horse or climbing sheer surfaces.
Level | Damage | To Hit |
1-2 | x2 | +1 |
2-4 | x2 | +2 |
5-6 | x3 | +3 |
7-8 | x3 | +4 |
9-10 | x4 | +5 |
When in town the skaven assassin must roll a D6 for each day he stays there, if any rolls come up a 6 then he must leave town immediately as he has been discovered. You may not re-enter town until after the next dungeon.
Level | Roll Required | Attacks |
1-3 | 5+ | 1 |
3-5 | 5+ | 2 |
6-8 | 4+ | 3 |
9-10 | 4+ | 4 |
Each time the Skaven Assassin gets a new skill roll 2D6 on the following table :
Roll |
Skill |
2 |
Master Assassin |
3 |
Sneak |
4 |
Poison Expert |
5 |
Marksman |
6 |
Blessing Of The Horned Rat |
7 |
Death Strike |
8 |
Leap |
9 |
Fearless |
10 |
Ambidextrous |
11 |
Dexterous Tail |
12 |
Strike Of Eshin |
Only the Skaven Assassin may visit the Clan Eshin Guildhouse, no other character would even know of its existence, let alone find it.
There are three things an Assassin can do while in the Guildhouse . He can seek advice from the Master Assassin or visit the Clan Skyre Herbalist or the Weaponsmith.
If you decide to visit the master assassin you will first be tested to see if you are worthy of his attention. Roll a D6 and consult the following table.
Roll | Result |
1 | As you enter the Master Assassins antechamber you fail to notice a small concealed hole in the wall, as you pass a small dart shoots out and embeds itself in your arm. Your character permanently loses one from his total wounds and is refused entry to the Master Assassin for failing this simple test. |
2-5 | The Master Assassin admits you at a cost of D6x25 gold. |
6 | As you enter the Master Assassins study you hear a quiet scratching to your left so you put your hand on your dagger hilt. You feel the rise in the floorboards as a large body rises into the air so you spin round with your sword drawn and raised. Flying towards you is one of the Master Assassins guards, who is promptly impaled upon your blade. Expecting retribution for the killing of one of his guards you get into a defensive position. Instead you hear a cackle from the shadows "Hehe, good, good, kill, kill". The Master is pleased with your performance and admits you at no charge. |
Once you have gained an audience with the Master Assassin you discuss with him current news. Roll on the following table for the result of this.
Roll | Result |
1 | Despite long talks on the best ways to skin humans you learn nothing of any real interest. |
2-3 | The Master is himself a great herbalist, and from one of his chests he removes some toxins as a gift for you. Roll on the Toxins table, re-rolling a nothing result to see what he gives you. |
4-5 | The Master teaches you a way to blend into the background and almost disappear. For one turn in the next dungeon the Assassin cannot attack or be attacked. |
6 | There are two options for this roll, depending on your level: Level 1-7 - The Master tells you of an important enemy of the skaven in the next dungeon. At any time during the next dungeon the Assassin player can state that a given monster is the enemy. When killed the Assassin will gain 3 times the usual amount of gold. Level 8-10 - The Master tells you of the location of the charm required for the construction of a Master Death Blade (see below). |
If the Assassin chooses to visit the weaponsmith then he may buy any number of items from the following list.
Item | Level | Cost | Damage | Armour Ignored |
Weeping Blade | 1 | 500 | +1 | 0 |
Reaper Blade | 3 | 2500 | +2 | 1 |
Doom Blade | 5 | 5000 | +3 | -2 |
Death Blade | 8 | 12000 | +4 | -3 |
Master Death Blade | 8 | 12000* | +d6+3 | -4 | Scythes (Throwing Stars) | 4 | 3000# | +4 | -1 |
For the cost of D6x50 gold you may roll once on the following table.
Roll | Toxin | No. | Use On | Effect |
1 | Nerve | d6 | Weapon | +D6 damage for 1 attack. |
2 | Stun | d3 | Weapon | Opponents hit have attacks halved on a 4+. |
3 | Nothing | - | - | - |
4 | Healing | d3 | Character | Heals D3 wounds. |
5 | Kiss Of Death | 1 | Weapon | Overall x2 damage. |
6 | Frenzy | d2 | Character | +2 A,+2 Damage,-2 WS(1 turn). |
Battle Level | WS | BS | S | Damage Dice | T | Wounds | I | A | Luck | Will | Skills | Pinning |
1 | 5 | 4+ | 3 | 1d6 | 3 | 1d6+5 | 6 | 1 | 0 | 4 | 0* | 3+ |
2 | 5 | 4+ | 3 | 1d6 | 3 | 2d6+5 | 7 | 1 | 1 | 5 | 1 | 3+ |
3 | 6 | 4+ | 3 | 2d6 | 3 | 2d6+5 | 7 | 2 | 1 | 5 | 2 | 2+ |
4 | 6 | 4+ | 4 | 2d6 | 3 | 2d6+5 | 7 | 2 | 2 | 5 | 3 | 4+ |
5 | 7 | 3+ | 4 | 2d6 | 4 | 3d6+5 | 8 | 3 | 2 | 6 | 4 | 2+ |
6 | 7 | 3+ | 4 | 3d6 | 4 | 3d6+5 | 8 | 3 | 3 | 6 | 5 | 2+ |
7 | 8 | 3+ | 4 | 3d6 | 4 | 3d6+5 | 9 | 4 | 3 | 6 | 6 | 2+ |
8 | 8 | 2+ | 4 | 3d6 | 4 | 4d6+5 | 9 | 4 | 4 | 7 | 7 | 1+ |
9 | 9 | 2+ | 4 | 4d6 | 4 | 4d6+5 | 10 | 4 | 4 | 7 | 8 | 1+ |
10 | 10 | 1+ | 4 | 4d6 | 4 | 4d6+5 | 10 | 5 | 4 | 7 | 9 | 1+ |