Eshin Triads | |
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Guandao Infantry |
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72 | ![]() |
750 | ![]() |
188 |
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Weeping Blade |
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Armour-Piercing |
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Anti-Large |
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Stalk |
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Armour | 20 | ||
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Leadership | 64 | ||
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Speed | 54 | ||
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Melee Attack | 30 | ||
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Melee Defence | 28 | ||
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Weapon Strength | 30 | ||
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Charge Bonus | 10 |
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Swift of foot and hidden from sight, the Triads’ killing techniques are as emphatic in combat as the rumours suggest.
The Assassins of Clan Eshin represent the culmination of years of training and ruthless murders. All Eshin warriors are trained to learn these defining skill-traits, but only the Assassins have the skill and experience necessary to undertake the highest tier of training. It is then that the secret arts are taught, some of which are ancient techniques studied in the Far East, but many more are unique fighting styles of the ratmen's own design. By the end of the long initiation, an Eshin Assassin can jump many times its own height, hurtle over obstacles or back-flip a great distance. He can run faster than a galloping horse and climb up smooth surfaces with ease. In motion, an Assassin is a blur, able to rain blows upon a foe or pluck arrows out of mid-flight. An Eshin Triad is a unit of three Skaven Assassins tasked with hunting down and killing vulnerable individuals and even small units.
When a bomb is smashed, a dark smoke curls out, concealing those who wish to hide and choking everyone else.
He who runs away lives to fight another day! - so the foul, craven adage goes.
Skaven are craven by nature but take courage when in packs of their own kind, where they move slower but enjoy the safety of numbers.
When bracing, this unit negates the charge bonus of any large attacker.
This unit can move hidden in any terrain.
This unit ignores speed and combat penalties caused by terrain and can move through trees.
Anti-large units have an advantage against targets that are at least as large as a horse. This advantage can be a damage bonus against large targets or an attack that focuses on a very small area. However, some units are simply better against large targets because their attacks are slow and easy to dodge by skilled melee combatants.
The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.
This unit can move hidden in any terrain.
Weeping Blades devour armour. A couple of slashes is all that's needed for their corrosive venom to eat through even the thickest of plates.
Battle Entity Stats | |
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Unit Size | Small |
Unit Type | Man |
Hit Points | 8 |
Walk Speed | 1.50 |
Run Speed | 5.40 |
Acceleration | 5.00 |
Deceleration | 6.00 |
Charge Speed | 6.00 |
Ch. Dist. to Commence Run | 30.00 |
Ch. Dist. to Adopt Pose | 25.00 |
Ch. Dist. to Pick Target | 25.00 |
Turn Speed | 120 |
Strafe Speed | 1.00 |
Land Unit Stats | |
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Unit Category | Melee Infantry |
Unit Class | Melee Infantry |
Move Action Points | 2100 |
Melee Attack | 30 |
Melee Defence | 28 |
Charge Bonus | 10 |
Melee (Dismounted) | |
Visibility Range | 40 - 1500 |
Spot Tree Distance | 60 |
Spot Scrub Distance | 60 |
Rank Depth | 6 |
Morale | 64 |
Bonus Hit Points | 72 |
Unit Stats | |
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Unit Caste | Melee Infantry |
Unit Weight | Medium |
Unit Group | ![]() |
Unit Group Parent | ![]() |
Recruitment Turns | 1 |
Recruitment Cost | 750 |
Upkeep Cost | 188 |
Unit Size | 72 |
Melee CP | 750 |
Missile CP |
Melee Weapon | |
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Weapon Size | |
Weapon Type | Spear |
Bonus vs Cavalry | |
Bonus vs Large | 15 |
Bonus vs Infantry | |
Weapon Damage | 8 |
Weapon AP Damage | 22 |
Building Damage | 10 |
Armour | |
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Armour Value | 20 |
Shield | |
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Missile Block Chance | 0 |