Khainite Assassin

ID: wh2_main_def_cha_khainite_assassin_0

Unit

Khainite Assassin
Hybrid Weapon Specialist
1 1000 250
Stalk
Good Against Gates
Duellist
Poison Attacks
3,688
Armour 30
Leadership 65
Speed 45
Melee Attack 70
Melee Defence 42
Weapon Strength 350
Charge Bonus 18
Ammunition 50
Range 70
Missile Strength 250

About

Unit Description

As swift as the wind, dark as the shadows, deadly as a thousand blades.

Historical Description

Assassins are masters of a subtle and murderous magic, trained from infancy to be the chosen warriors of Khaine. They move silently and with a precision that surpasses even the standards of other Elves. Blindfolded, an Assassin can walk sure-footedly across the spears of an embattled phalanx, or strike a precise flurry of blows so that each cut exploits a different weakness of armour or flesh. Assassins are also masters of using poison, and they coat their weapons in a variety of toxins - some are deadly, others paralyse or stupefy their victim. One scratch from some of these poisons is enough to send a man into agonising paroxysms as his nerves burn, his heart explodes or his bones crack and shatter. Assassins take great pleasure in the awful demises of their victims and often keep prisoners alive for many days. Often, they extract confessions and information from captives much more quickly than the crude tortures used by other Naggarothi interrogators.

Abilities

Assassin's Trophy

It should be no great surprise that those already adept in the art of silent death continue to improve with time and practice.

Black Lotus

This poison contains a powerful narcotic and drives its victims to delusional insanity.

Dark Venom

A victim of Dark Venom knows only a drawn-out and agonising death.

Murderous Mastery

Slaughter! There is no greater glorification of Khaine, the God of Murder, and no more popular form of worship amongst the Dark Elves. It is through killing that Dark Elves rise above other beings. Once engulfed in enough bloodshed, they will often feel their murderous prowess increase, as if Khaine himself was guiding the blades of his disciples.

Murderous Prowess Indicator

Once enough blood has been shed, the Dark Elves’ murderous prowess increases, as if Khaine himself was guiding his disciples' blades!

Attributes

Encourage

This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses.

Guerilla Deployment

Immune to Psychology

The unit is immune to psychological attacks (fear and terror).

Fire Whilst Moving

This unit can fire while on the move.

Stalk

This unit can move hidden in any terrain.

Strengths & Weaknesses

Duellist

This unit is best used to attack individual targets such as Lords or Heroes. As it can only damage very few individuals at a time, it is not suitable against hordes of weak enemies.

Good Against Gates

Doors and gates all across the world fear the Khainite Assassin's assortment of lock picks and acid vials.

Poison Attacks

The poisonous attacks of this unit weaken the target's speed and damage.

Stalk

This unit can move hidden in any terrain.

Detailed Stats

Battle Entity Stats
Unit Size Small
Unit Type Man
Hit Points 8
Walk Speed 1.60
Run Speed 4.50
Acceleration 5.00
Deceleration 6.00
Charge Speed 5.20
Ch. Dist. to Commence Run 35.00
Ch. Dist. to Adopt Pose 30.00
Ch. Dist. to Pick Target 30.00
Turn Speed 120
Strafe Speed 1.00
Land Unit Stats
Unit Category Missile Infantry
Unit Class Command
Move Action Points 2100
Melee Attack 70
Melee Defence 42
Charge Bonus 18
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 1
Morale 65
Bonus Hit Points 3680
Unit Stats
Unit Caste Hero
Unit Weight Heavy
Unit Group Hybrid Weapon Specialist
Unit Group Parent Heroes
Recruitment Turns 1
Recruitment Cost 1000
Upkeep Cost 250
Unit Size 1
Melee CP 425
Missile CP 275

Equipment

Melee Weapon
Weapon Size Medium
Weapon Type Sword
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry
Weapon Damage 230
Weapon AP Damage 120
Building Damage 1000
Missile Weapon
Projectile Number 2
Effective Range 70
Minimum Range
Marksmanship Bonus 70
Projectile Spread 2.00
Damage 140
Armor-Piercing Damage 40
Base Reload Time 5
Armour
Armour Value 30
Shield
Missile Block Chance 0