DEATHMASTER SNIKCH, CHIEF ASSASSIN OF CLAN ESHIN
CJ#49
Deathmaster Snikch can be taken as a Lord choice, but will use up one
of your Hero choices as well. He must be fielded exactly as presented here and
no extra equipment or magic items can be bought for him.
Deathmaster
Snikch is the chief assassin and prime agent of Lord Sneek, Lord of Decay and
Nightlord of Clan Eshin. Snikch's infamy is only exceeded by the mystery which
surrounds his whereabouts at any particular time. Lord Sneek ensures that this
is the case – as long as no one knows the location of his chief assassin
no one can feel safe. Deathmaster Snikch has appeared all over the Old World
at one time or another, seldom being seen but always leaving his distinctive
symbol traced in blood beside the decapitated heads of his victims.
Of course such gory rituals are only enacted when the Nightlord
feels that an example should be made, usually to other defiant Skaven. In the
lands of Men, Elves, and Dwarfs it is harder still to divine the Deathmaster's
presence, save perhaps by effect and implication only. For example, the bizarre
deaths of Frederick Hasselhoffen and his entire retinue during the Emperor's
Grand Ball in Altdorf have never been explained to this day. City watch officials
were left mystified by the fate of the Celestial Wizard Heinrich Frisen, found
flayed within his sanctum at the Celestial College of Magic, its only entrance
triple-locked from the inside and protected with potent magical wards within.
Many muttered about Daemons, but the truly erudite know that Daemons seldom
leave so few clues.
Who knows what other horrors the Deathmaster has perpetrated?
How many ships have sunk or foundered with mysterious leaks or severed rigging,
how many towns have been consumed by fire or pestilence released from the sewers
below?
On the battlefield, the Deathmaster stalks his victims concealed
beneath the magical Cloak of Shadows, its ensorcelled power strong enough to
make a mockery of the most intricate defences. Where the stealthy tread of Deathmaster
Snikch falls, no prince or warlord is safe.
Deathmaster Snikch, Chief Assassin of Clan Eshin
M | WS | BS | S | T | W | I | A | Ld | |
Deathmaster Snikch | 7 | 9 | 6 | 4 | 4 | 3 | 10 | 4 | 9 |
Points: 515
Weapons: Weeping Blades, smoke bombs.
Armour: none.
Special Rules
Assassin Supreme:
Deathmaster Snikch is the chief assassin of Clan Eshin, and his skills are almost supernatural. None are safe from his reach, and tales of his exploits are recounted all across the Known World.
Deathmaster Snikch has the following special rules: Scout, Hidden (See p18 from Warhammer Armies: Skaven). In addition he has the Killing Blow special rule.
Deathmaster Snikch is the chief assassin of Clan Eshin, and his skills are almost supernatural. None are safe from his reach, and tales of his exploits are recounted all across the Known World.
Deathmaster Snikch has the following special rules: Scout, Hidden (See p18 from Warhammer Armies: Skaven). In addition he has the Killing Blow special rule.
Sensei:
The members of Clan Eshin regard Deathmaster Snikch with reverence and fear, as the greatest assassin the Clan has ever seen.
Deathmaster Snikch will always be the army general if he is leading a Skaven Clan Eshin army (see p92-93 of Warhammer Storm of Chaos). However, he can only pass on his Leadership to other units if he is not hidden. In a normal Skaven army he may never be the army general.
The members of Clan Eshin regard Deathmaster Snikch with reverence and fear, as the greatest assassin the Clan has ever seen.
Deathmaster Snikch will always be the army general if he is leading a Skaven Clan Eshin army (see p92-93 of Warhammer Storm of Chaos). However, he can only pass on his Leadership to other units if he is not hidden. In a normal Skaven army he may never be the army general.
Dodge:
Deathmaster Snikch is preternaturally quick and agile to the point where he can pluck speeding arrows out of the air. Whether this speed is due to his extraordinary training or some controlled mutation is unknown.
Because of his exceptional speed and agility, the Deathmaster can dodge hand-to-hand combat blows, spells, and missiles. This dodging ability is represented by a 4+ Ward Save.
Deathmaster Snikch is preternaturally quick and agile to the point where he can pluck speeding arrows out of the air. Whether this speed is due to his extraordinary training or some controlled mutation is unknown.
Because of his exceptional speed and agility, the Deathmaster can dodge hand-to-hand combat blows, spells, and missiles. This dodging ability is represented by a 4+ Ward Save.
Magic Items
Weeping Blades:
These weapons weep corrosive venom than can burn through armour and slay with the merest touch.
Deathmaster Snikch has +1 Strength in combat. Each unsaved Wound is multiplied into D3 Wounds. Deathmaster Snikch carries three of these Weeping Blades, wielding one with each hand and one with his tail. In close combat, this adds two extra attacks to the ones shown on his profile, for a total of 6!
These weapons weep corrosive venom than can burn through armour and slay with the merest touch.
Deathmaster Snikch has +1 Strength in combat. Each unsaved Wound is multiplied into D3 Wounds. Deathmaster Snikch carries three of these Weeping Blades, wielding one with each hand and one with his tail. In close combat, this adds two extra attacks to the ones shown on his profile, for a total of 6!
Warpstone Stars:
These throwing weapons are coated with deadly poison that eats through armour and flesh.
Deathmaster Snikch can throw four Warpstone Stars each Shooting phase. These are treated as normal throwing stars, but have a range of 10" and Strength 5. Each unsaved wound is multiplied into D3 wounds.
These throwing weapons are coated with deadly poison that eats through armour and flesh.
Deathmaster Snikch can throw four Warpstone Stars each Shooting phase. These are treated as normal throwing stars, but have a range of 10" and Strength 5. Each unsaved wound is multiplied into D3 wounds.
The Cloak of Shadows:
This is woven from the hair of murdered foes, and casts shadows of darkness around its wearer.
In order to shoot or cast a spell against Deathmaster Snikch, enemy units must first roll a 5 or 6 on a D6. If they fail, they can choose a different target, choose to cast a different spell, etc. If the bearer is inside a unit or engaged in close combat, the cloak has no effect.
This is woven from the hair of murdered foes, and casts shadows of darkness around its wearer.
In order to shoot or cast a spell against Deathmaster Snikch, enemy units must first roll a 5 or 6 on a D6. If they fail, they can choose a different target, choose to cast a different spell, etc. If the bearer is inside a unit or engaged in close combat, the cloak has no effect.
Bands of Power Bound Spell. Power Level 4:
These tarnished armbands, when clashed together, imbue Deathmaster Snikch with unnatural power.
Once per Magic phase, Deathmaster Snikch can cast the spell bound within the bracers. The spell requires no Power dice to cast as all the power required is provided by the bands. The spell doubles Snikch's Strength value (before the +1 modifier from the Weeping Blades) until the beginning of his side's following Magic phase.
These tarnished armbands, when clashed together, imbue Deathmaster Snikch with unnatural power.
Once per Magic phase, Deathmaster Snikch can cast the spell bound within the bracers. The spell requires no Power dice to cast as all the power required is provided by the bands. The spell doubles Snikch's Strength value (before the +1 modifier from the Weeping Blades) until the beginning of his side's following Magic phase.
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