Deepblade Guild Assassin

This unit is still in testing. It should not be used in official games


Deepblade Guild Assassin
95 Points
Living, Character
HP = 30
Movement = 6"
Dodge Bonus = +3
Armor Type = Light

Attacks
Deepblade
Type = Piercing
Range = Melee
Hit Bonus = +3
Damage = 2d6+10

Composite Bow
Type = Piercing
Range = 12"
Hit Bonus = +2
Damage = 3d6


Special Abilities
Specialty = At the beginning of the game, choose a primary type (living, undead, magic, mechanical, or building). Deepblade Guild Assassin's attacks' hit bonus is increased by 1 and they ignore armor damage reduction when attacking units of the chosen type.

Subversive = Deepblade Guild Assassin's dodge bonus is treated as 1 higher when being rolling against attacks from units of the type choosen for the Specialty ability.

Quick = Deepblade Guild Assassin move inplace of attacking, or if it did not move, it may attack twice.

Uber = You may only have one unit with the Uber ability in your army.

There are no legends of the Deepblade assassins, only those within their order know of their existance. When a particularly profitable and worthy bounty falls upon the ears of the Guild the message is passed on to be taken by a fairly powerful or notable warrior. They are also quickly delivered, unknown to the client of the true nature of their hired hand. Each assassin is trained for a specific quarry or task, whether it be standard killings, sabotage, or even mage hunting. Such is their training that it seems the assassins' blades can find any weak point, even when none is visible. These particular skills have become quite useful in the recent conflicts, greatly filling the Guild's coffers as well.

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