Warhammer Quest
Skaven Assassin

By Sigil

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.

Game Rules

Starting Equipment

Weeping Blade (D6+1 + strength damage), Unlimited Poisoned Throwing Stars (D6+2 damage), Cloak Of Shadows (See Below).

Assassinate

The Skaven Assassin has the ability to assassinate an enemy at the start of a combat, giving him a heightened chance to hit and increasing the damage he causes. This special attack may only be used right at the beginning of a combat, before any other attacks are made, and is only a single attack using the ratings shown below. To use this ability simply multiply your normal damage by the number shown and add the bonus to hit.
Level Damage To Hit
1-2 x2 +1
2-4 x2 +2
5-6 x3 +3
7-8 x3 +4
9-10 x4 +5

Treasure

The Skaven Assassin can use only thrown (no bows) weapons and cannot use any armour, they can also not use wizard only items. Other than this they may use any items.

Settlements

While in settlements the Skaven Assassin may visit the following : The Alchemist, The Alehouse (2D6-3), All the basic shops and The Clan Eshin Guildhouse.

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.

Cloak Of Shadows

All Skaven Assassins begin the game with a Cloak Of Shadows, this magical cloak, woven from the enchanted hairs of a special type of rat found only in the depths of Skavenblight. The following table lists the effects of the Cloak Of Shadows as the Assassin advances in level. Each turn the Assassin may use this ability, by rolling the required score on a D6, if successful the Assassin may ignore the number of attacks listed below in that turn.
Level Roll Required Attacks
1-3 5+ 1
3-5 5+ 2
6-8 4+ 3
9-10 4+ 4

Skills

Each time the Skaven Assassin gets a new skill roll 2D6 on the following table :

Roll

Skill

2

Master Assassin
Automatically hits with assassinate and adding 1 to the multiplier for damage.

3

Sneak
The Assassin may move up to double his normal move as soon as the enemy is placed, either before or after his assassinate attack, when sneaking you may ignore obstacles such as enemies and simply move through them.

4

Poison Expert
The Assassin, when purchasing toxins from the Clan Skyre Herbalist, may pick which type he desires. On any day where the Assassin does nothing he may attempt to create his own toxins. For this he must pay half the usual cost and there is still a chance of getting nothing.

5

Marksman
The Assassin may throw as many poisoned stars as he has attacks each turn.

6

Blessing Of The Horned Rat
The Assassin gains a 5+ dodge against all hand to hand attacks.

7

Death Strike
Each turn the Assassin can choose to trade in all his attacks for one Death Strike. The Death Strike has a +2 chance to hit and does normal damage x the number of attacks traded in.

8

Leap
once per turn the Assassin can choose to leap instead of his normal movement. If he leaps then he may move his usual number of squares, but he may ignore all obstacles in the way.

9

Fearless
The Assassin gains +2 to all fear tests.

10

Ambidextrous
The Assassin is able to use weapons in each hand, giving him either +1 (Champion), +2 (Hero), or +3 (Lord) attacks. If the Assassin also has the Marksman skill then he may double the number of weapons he may throw, if not it gives only +1 attack.

11

Dexterous Tail
The Assassin gains +1 to his attacks characteristic if he holds an extra weapon in his tail, he may also throw one extra weapon each turn.

12

Strike Of Eshin
With a mighty screech the Assassin rams home his blade into the body of his opponent. Using this ability destroys the Assassins blade on the roll of 5+ on a D6, can cause immense damage. This ability may be used once per turn, roll a D6, on a 1-4 it inflicts normal damage, on a 5 or 6 the enemy is killed instantly. To accomplish this feat the Assassin must use at least a blade which has a user required level equal to or above the level of the monster. Eg, to kill a level 8 monster you must use at least a Death Blade.

New Settlement Area
The Clan Eshin Guildhouse

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.

Master Assassin

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).

Weaponsmith

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 weaponsmith to make a Master Death Blade he must first have the charm mentioned in the Master Assassin rules above. 
#This is the cost to upgrade your throwing stars to scythes permanently (note they have no damage bonus for strength).

Clan Skyre Herbalist

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).

Level Advancement Table

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+