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Assassins are armed with a handweapon, but do not wear armour. They may be armed with an additional handweapon or a halberd, at no extra cost. All their attacks, regardless of weapon, count as poisoned. The Assassin may be on foot on a 20mm base or may ride a barded steed with the profile above. If he is on foot, the Assassin has a 5+ “dodge” armour save.
At the beginning of the game, secretly write down which of your units the Assassin is hiding in—you do not have to place the Assassin in the unit at the start of the game. The unit you use for this purpose must be ranked-up and may not be skirmishers, war machines or chariots. The Assassin may not join mounted units if he is on foot and vice versa, and must join a unit that has members roughly equal in size to himself. Remember that units must move at the pace of its slowest member.
If this unit is wiped out or flees off the table before the Assassin is revealed then he is lost and victory points are calculated as if he were dead.
Assassins may be revealed at the beginning of any of a players’ turns or at the start of any Close Combat phase. Players must declare that the unit contains an Assassin and places the model where he can fight, displacing a normal rank-and-file model. If there are no such models in a fighting rank, the Assassin is placed in another rank until there is enough room for him in the first rank.
Assassins always strike first in the round of hand-to-hand combat that they are revealed, even against chargers. If an enemy model is also entitled to always strike first, the model with higher Initiative strikes first (roll a D6 if they have equal Initiative). An Assassin’s attacks against enemy characters cause D3 wounds after saves.
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