Silent Assassin

(Unit)
Type:

model

Category:

Characters

Categories:

Not A Leader, Raiders, ⟨Hgt:1⟩, ⟨Character⟩, Characters

LinkId:

5e93-661d-4084-c213

Hidden:

false

Costs: 130 pts

Constraints:

max(roster): 0
Options (1)
Weapon:

Profiles:

Global AdvMarDisRsr
Silent Assassin (Global)

5

5

9

Attached, Exclusive (unit without a Silent Assassin), Hidden, Light Troops

Defensive HPDefResArmAegRules
Silent Assassin (Defensive)

3

8

3

0

Distracting (1)

Offensive AttOffStrAPAgiTags
Silent Assassin

4

8

4

3

9

Elf

First Strike (Artistry of Death), Zeal (against Characters), Poison Attacks, Paired Weapons, Repeater Handbow

Size HeightTypeBaseRarity
Silent Assassin (Size)

1

Elf

20×20

Rare

Rule
Attached:

This model must be Deployed inside a unit containing a Rank-and-File model, and cannot voluntarily leave its unit.

Exclusive:

This rule limits which units an Attachable Model is allowed to join.
  • Attachable Models with Exclusive (X) can only join units containing X.
  • Non-Attachable Models with Exclusive (X) can only be joined by Attachable Models with X.
  • If a unit has multiple instances of Exclusive, all criteria must be fulfilled together. The specific criteria for X can be unit names, Model Rules, Properties, upgrades, etc.
If a model has both Exclusive and Attached, apply all requirements from both rules (remember that a model that cannot be Deployed is considered a casualty).

Hidden:

The model is not Deployed as normal.
Instead, at the start of any Player Turn, it may choose a friendly Rank-and-File model, which satisfy the following criteria:
  • The model with Hidden could normally have joined the unit.
  • The model with Hidden has an identical base size and Height as the Rank-and-File models in the unit.
  • The unit is not Shaken and is not a Summoned unit but it can be Engaged in Combat. After choosing an eligible unit, follow these steps:
  • Remove a Rank-and-File model, with the same base size as the model with Hidden, from the front rank of the chosen unit as a casualty.
  • Deploy the model with Hidden where the removed model was positioned. If the chosen unit is engaged in Combat when being joined by a model with Hidden, consider the model with Hidden to be in First Round of Combat for all rules purposes, with Duration: End of Turn.
Note: Attachable Models with Hidden can still be Deployed using the Hidden rules.

Light Troops:

A unit entirely with Light Troops can perform Reform Move Manoeuvres up to twice its Mobility (instead of the normal half Mobility).
If, while doing a Reform Move Manoeuvre, its centre moves further than its Mobility, the move is considered a March Move for the purpose of rules triggered due to Marching (e.g. Dangerous Terrain Test and, if Undead, being restricted from performing a March Move, etc.).
For the purpose of shooting, this is still a Reform Move. I.e. the unit can shoot if moving further than its Mobility.
Note: this rule has no effect on other Move Manoeuvres, including March Moves.
A unit containing Light Troops is always considered to have zero Proper Ranks; ignore Attachable Models with Light Troops joined to a unit for this purpose, unless the unit consists of only Attachable Models.

Distracting:

Melee Attacks allocated against a Health Pool with Distracting suffer −1 to hit.
Ignore Distracting if the final to hit chance would be worse than 5+.

Attack Attribute
First Strike:

During its First Round of Combat, any model part with First Strike, or using a weapon with First Strike, gains the Rules and Characteristic modifiers stated in brackets.
For example, a model part with First Strike (+1 Str) gains +1 Str in its First Round of Combat.

Zeal:

An attack with Zeal must reroll failed to-wound rolls.

Poison Attacks:

Whenever an attack with Poison Attacks hits with a to-hit roll of ‘6’, it wounds automatically (no to-wound roll needed).
If the attack has two or more instances of Poison Attacks, it wounds automatically on a successful to-hit roll of ‘5’ or ‘6’ instead.
If the attack is turned into more than one hit (e.g. a hit with Area Attack or Fury), only a single hit, chosen by the attacker, wounds automatically. All other hits must roll to wound as normal.

Melee Weapon
Paired Weapons:

+1 Att, +1 Off. Two-Handed.
Attacks made with Paired Weapons ignore Parry.

Hand Weapon:

During Combat Choices a model part can only choose a Hand Weapon if it has no other options, or is a Weapon Master.
Models with a Shield using a Hand Weapon gain Parry.
All model parts without Innate Weapons come equipped with a Hand Weapon as their default equipment and cannot lose it.

Ranged Weapon AimRangeShotsStrAP
Repeater Handbow

12"

2

3

1

Accurate, Quick to Fire, Stand and Shoot, Long Range 0 AP

NameAimRangeShotsStrAPAttack Attributes
Repeater HandbowX12"231*Quick to Fire,Accurate,Stand and Shoot
Attacks made at Long Range have their AP set to 0

Modifiers:

increment max(roster) 1
repeat for every 2500 (rounded up) limit::ea90-6996-33df-993c of any in roster
remove category ⟨Hgt:1⟩
1+ selections of ⟨mount⟩ in Silent Assassin (recursive)
Used By (1)
Dread Elves(Catalogue)

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