Shadowblade is treated as an Assassin in all respects, with the exception of his Hidden rules. Shadowblade may be deployed in one of four ways: as normal; as a Scout (within a unit of Shades if you desire); using the Hidden rues on page 11 of the Dark Elves Armies book; inside the enemy army. If he chooses to deploy in the enemy army, the following rules are used. After your opponent has deployed, secretly write down within which enemy unit Shadowblade has attempted to conceal himself. This must be a roughly man-sized infantry unit, or war machine crew (and includes Goblins, Dwarfs, Halflings and such, but nothing larger than man-sized - even Shadowblade cannot make himself look like an Ogre...). At the start of each of the opposing army's turns, roll a D6. On a roll of a 2+, he is still undiscovered. On a roll of a 1, the enemy have seen through his disguise and he is placed on the table. Alternatively, at the start of any Dark Elf turn, Shadowblade can be revealed voluntarily. Regardless of how he is revealed, use the following method to place him on the table. Reveal to your opponent within which unit Shadowblade was hiding. Shadowblade replaces one of the models in the unit (he was killed before the battle), remove one ordinary unit member (not a Command model or character). Place Shadowblade anywhere in contact with the unit. If he is revealed voluntarily, Shadowblade counts as charging that turn; if he was discovered then the enemy count as charging. Shadowblade may drink his Potion of Strength at the start of a turn in which he was voluntarily revealed.
These troops are skilled at sneaking forwards to scout out the enemy before the main force arrives. By making the best use of cover, advancing at night, or with other troops providing a diversion, they are able to deploy ahead of the rest of the army. Scouts are set up after both armies have been deployed. They can be set up anywhere on the table, at least 10" away from the enemy and must be out of the sight of any enemy troops and in or behind interposing terrain (not out in the open!). If both armies contain troops with this ability, each player should roll a D6, with the player scoring the highest choosing whether he deploys before or after the enemy's Scouts. Two opposing groups of Scouts cannot be set up within 10" of each other. Alternatively, Scouts can be placed on the controlling player's deployment zone like any other troops, after deployment of both main armies is finished.
Poisoned Attacks. Hits of 6 auto wound. Sve as normal.
A unit charged by a warrior with a Cry of War must pass a Leadership test or reduce their Weapon Skill by -1 (to a minimum of 1) for the duration of that Close Combat phase.
The model has a 5+ ward save
Any one model (chosen by a Dark Elf player) in base contact will lose one Attack. Against mounted models, the Dark Elf player must choose either the mount/monster or the rider. If the model has several types of attack (an extra bite, for example) the Dark Elf player chooses which type of attack is lost. Models which are Immune to Psychology are not affected by the Hand of Khaine.
Reroll missed hits on first round of combat.
If you wish, any Assassin in your army may start the game hidden in one of the following units: Witch Elves, Warriors, Corsairs, Executioners or Black Guard. Alternatively, he may deploy as a Scout. Hidden Assassins are not placed on the table, but are assumed to move along with whatever unit they are with. At the start of the game, make a note of which unit they are hidden in. If the unit is wiped out or flees off the table before the Assassin is revealed then the Assassin is lost and Victory points are scored as normal. Before he is revealed, there is no other way the Assassin can be harmed. Hidden Assassins may be revealed at the beginning of any of your turns or at the start of any Close Combat phase. The player declares that his unit contains an Assassin and places the model amongst the ranks where he can fight, displacing a normal rank-and-file model. If there are no such models in the front rank, the Assassin is placed in the second rank until there is enough room for him in the first rank. Assassins always strike first in the round of hand-to-hand combat they are revealed, even against chargers. If an enemy model is also entitled to always strikes first, the model with higher Initiative strikes first (roll a D6 if they have equal Initiative).
Wound roll of 6 slays man sized opponent, no saving throw, no matter how many wounds. Ward save still applies.
Units in the army can never use their Leadership value and an Assassin can never be the General of the army (therefore your army must include at least one other character to act as the General).
6
10
4
3
6(+1)
7
5+1
1
20x20