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Made in au
Horrific Howling Banshee





Australia

Eldar Assassin- 30pts per model
The eldar assassin is an elites choice.


WS: 5
BS 5
S: 3
T: 3
W: 2
I: 6
A: 3
Ld: 10
Sv: 4+

Unit Type: Infantry

Wargear: Avenger Shuriken catapult, Close combat weapon, Assault Grenades

Options: Avenger shuriken catapult may be exchanged for a ranger long rifle for +5 points.
Close Combat Weapon may be exchanged for a power weapon for +10 points.

Special Rules: Fearless, Fleet, Stealth, Move through Cover

I work alone: The eldar assassin recognises that others will just get in his way. The eldar assassin is a one-man unit that can never be joined or join any other models.

Designated Target: At the start of a game, the eldar player must designate at least one target for the assassin to take out. At the end of the game, if the target's have been killed by the assassin, they count as double kill points. If, however, they havent been killed by the assassin, the opposing player gains a kill point for each surviving target.

Omnipresence: The Eldar Assassin may always be deployed, regardless of mission special rules.

Camo-suit: Any enemy unit wishing to target the Assassin must roll 2d6 x2, this is their spotting distance in inches. If models are not within spotting range, they may not fire that turn. (copied from shadowseer entry)
Also, during night fighting scenarios, the spotting distance is dropped to 2d6.

Deep Cover: The Assassin can deploy anywhere on the map.

So. Comments and criticisms? Not quite set on the points cost just yet. And have a feeling that maybe there's one too many special rules on there, maybe losing fearless and counter attack?

This message was edited 4 times. Last update was at 2010/11/10 10:29:51


   
Made in gb
Servoarm Flailing Magos





1 guy for an elites choice is a bit lackluster. Maybe they could be taken up to 3 times only using the one elites slot?

"Praise Be To The Omissiah!"

"Three things make the Empire great: Faith, Steel and Gunpowder!"

Azarath Metrion Zinthos

Expect my posts to have a bazillion edits. I miss out letters, words, sometimes even entire sentences in my points and posts.

Come at me Heretic. 
   
Made in au
Horrific Howling Banshee





Australia

Should they still function completely independently of each other?

   
Made in gb
Sneaky Striking Scorpion





South Africa

I like the idea, also maybe more suited to Dark Eldar.

As an assasin counter-attack is not the right rule, but should have something like the Banshee mask that he always attacks first. He shouldn't be jumped since he is an assasin. He should have a VoT type effect that does not allow him to be targeted like the shadow seer.

He should be allowed to be deployed outside of the 1 HQ 1 Troop choice for Dawn of War rules. He should not have to exchange wargear, he should have all his wargear available, assasins have all the tools required to do the job. Also his ranger long rifle should not be heavy, it should be assault or rapid fire(assault makes more sense IMO).

To state again, I REALLY like it.

This message was edited 1 time. Last update was at 2010/11/10 08:04:10


War is my master; Death my mistress - Maugan Ra 
   
Made in se
Wicked Warp Spider






Ios

Looks like an IC Exarch who may not join squads, but gain an additional wound. I.e. a bit expensive.

I really need to stay away from the 40K forums. 
   
Made in au
Horrific Howling Banshee





Australia

So maybe a special rule like: Omnipresence- The Eldar Assassin may always be deployed, regardless of mission special rules. ?

   
Made in gb
Sneaky Striking Scorpion





South Africa

Yeah I think that rule captures the essence. An assasin by nature (to steal from D&D) is chaotic. So his actions are bound by nothing but his own choices. Sort of like, the ends justifies the means.

So he should be able to deploy when/how he wants to. Maybe also include the ability to deploy anywhere on the board as long as it is out of LOS.

War is my master; Death my mistress - Maugan Ra 
   
Made in au
Horrific Howling Banshee





Australia

phyrephly wrote: Maybe also include the ability to deploy anywhere on the board as long as it is out of LOS.


Can't he practically do that anyway with infiltrate?

Perhaps something where he gets something like a scout move but can instead either redeploy or shoot? On second thoughts that sounds a bit over powered.

   
Made in se
Stubborn Dark Angels Veteran Sergeant



Lost in the warp while searching for a new codex

No one in their right mind would ever take a unit like this. Pay 40pts for 4 str 3 PW attacks (on the charge). And he doesnt even have fleet...
Kill points will be a total failure. Killing a lone T3 IC with a +4 save isnt exactly hard so including an Assasin would mean an instant -2KP. He would also take up a slot which could be used for Fire Dragons...

I cannot believe in a God who wants to be praised all the time.
15k
10k  
   
Made in gb
Sneaky Striking Scorpion





South Africa

Rather than attacking the idea, suggest that an assasin should have fleet.

And I run two squads of FD in my list so there is space for this bad boy if the codex does not change.

@Mattieau

I suppose remove the out of LOS requirement would be a better fit. So he can deploy anywhere on the board and with his VoT ability he is still theoretically out of LOS.

War is my master; Death my mistress - Maugan Ra 
   
Made in au
Horrific Howling Banshee





Australia

Something like:

Camo-suit (name can be changed): Any enemy unit wishing to target the Assassin must roll 2d6 x2, this is their spotting distance in inches. If models are not within spotting range, they may not fire that turn. (copied from shadowseer entry)
Also, during night fighting scenarios, the spotting distance is dropped to 2d6.

Deep Cover: The Assassin can deploy anywhere on the map.

   
Made in gb
Sneaky Striking Scorpion





South Africa

Yeah that looks much better.

In line with the KP portion suggested earlier, maybe making him even more resilient (EW seems overpowered) but maybe a 4+ invul save, built into the "camo suit"?

War is my master; Death my mistress - Maugan Ra 
   
Made in au
Horrific Howling Banshee





Australia

so 4+ invul, ditch counter-attack for fleet. Keep fearless?

   
Made in gb
Sneaky Striking Scorpion





South Africa

I don't think fearless will matter. Even with multiple wounds, if he is losing combat he is being applied incorrectly.

Swap counter-attack for fleet. 4+ Invul maybe even re-rollable.

Based on this, need to adjust the points cost. But I actually have no way to balance this.

On a side note, they should not be choosable for Kill-team. He seems a bit strong.

War is my master; Death my mistress - Maugan Ra 
   
Made in au
Horrific Howling Banshee





Australia

I might be mistaken but can you even take units with 4++ saves in kill team?

   
Made in au
Longtime Dakkanaut







Wording please.... For the designated target, the double KP should be for things taken out by the assassin - else you could target say a grot squad and then pummel it with artillery.

"There's a difference between bein' a smartboy and bein' a smart git, Gimzod." - Rogue Skwadron, the Big Push

My Current army lineup 
   
Made in au
Horrific Howling Banshee





Australia

the_ferrett wrote:Wording please.... For the designated target, the double KP should be for things taken out by the assassin - else you could target say a grot squad and then pummel it with artillery.


Thanks for the tip. My english kind of fails when i get tired.


Automatically Appended Next Post:
phyrephly wrote:
On a side note, they should not be choosable for Kill-team. He seems a bit strong.


Nevermind. I was looking at the old kill team rules.

Maybe something like

Inadequate Preparation: The Eldar Assassin may not be taken in kill team games.

whats the general consensus on the scout phase redeployment rule?

This message was edited 1 time. Last update was at 2010/11/10 19:50:33


   
Made in au
Devestating Grey Knight Dreadknight





I was thinking making the unit infantry would fix the attachment problem, but then other ICs could join the assassin. so what you have is good.

Im thinking this guy if anything needs a major buff, its a cool concept, but take the daemonhunters assassins for example. They can easily hold their own in combat, and ranged, bar the vindicare, who isnt going to do much in combat.

All in all maybe needs a power weapon and come in 1-3 for an elite slot. Perhaps could use the "Word in your ear" special rule from the Callidus too?

Or something along those lines.


Automatically Appended Next Post:
Also definitely needs a weapons boost. One long rifle sucks.

Maybe a range 36 str x(3+) ap 2 rifle? Heavy 1 or 2?

This message was edited 1 time. Last update was at 2010/11/10 22:40:12


 
   
Made in gb
Never-Miss Nightwing Pilot





In the Webway.

I think this is a good idea. Th epower weapon is good, but i reckon he should also have a Initiative, WS and BS of 9 or 10.

I think that his long riflt should be like an upgraded version. How about:

Assassin Long Rifle:

Range: 36" Str X AP 6 Heavy 2, Sniper

Rules: Masterfully Crafted Weapon: The Assassin Long Rifle is a much more powerful version of the ranger long rifle. It will always wound it's target on a 3+ and has rending on a 5+. Against vehicles it has a stregnth of 4. All other normal rules for snipers apply.

This message was edited 1 time. Last update was at 2010/11/10 22:49:22


"The stars themselves once lived and died at our command yet you still dare oppose our will. "-Farseer Mirehn Biellann

Armies at 'The Stand-still Point':

Cap'n Waaagggh's warband (Fantasy Orcs) 2250pts. Waaagghhh! in full flow... W-D-L=10-3-3

Hive Fleet Leviathan Strand 1500pts. W-D-L=7-1-2 Nom.

Eldar armies of various sizes W-D-L 26-6-3

 
   
Made in au
Horrific Howling Banshee





Australia

I didn't give him Ws Bs or I of 9 or 10 because really, i'd rather the assassin be underpowered than overpowered. And i'd rather the assassin not be a completely obnoxious point cost.

Jaon: Maybe start with a power weapon and upgrade for a diresword?

Eldar Own: Was Contemplating giving him what is essentially the same as the ranger long rifle, but Assault 1 and 48" range.

   
Made in us
Guarding Guardian






The problem with the long rifle is that you still have a very low chance of actually wounding anything. Since the assassin is a 2 wound unit, your opponent can get a kill point of it very easily so the assassin must be able to kill something in the first or second turn it arrives.
The easiest way to give the assassin a ton of special rules is to make them some sort of pathfinder variant:
"Very rarely Eldar who have followed multiple Paths of the Warrior become lost upon the Path of the Outcast. When this happens they generally become an assassin, a highly trained and incredibly deadly emissary of Khaine able to strike from the shadows and decimate their chosen target before it even senses danger."

Eldar Assassin (60 pts)
1-3 units may be taken per Elite slot
WS BS S T W I A Ld Sv
5 6 3 3 2 6 3 10 4++
Unit Type: Infantry
Wargear: Forceshield, assassin's blades, shuriken pistol, assassin long rifle, chameleoline cloak, plasma grenades
Forceshield- 4+ invulnerable save
Chameleoline cloak- any unit wishing to shoot the assassin must roll 2d6 and multiple the result by 2, this is its sight range in inches. If the assassin is out of sight it may not shoot or select a new target.
Assassin's blades- diresword that always wounds on a 4+
Assassin long rifle- 36" SX AP5 assault 1, wounds on a 3+, on a roll of 4+ to hit it counts as AP1, on a roll of 6 to wound it rends and causes ID.

Special Rules:
Master of Stealth (current pathfinder special rule)- the assassin recieves +2 to his cover save (to a maximum of 2+), infiltrate, scout and ignores difficult terrain when moving
I work alone- the assassin is always a unit of one, ICs cannot join his unit
Fleet
Fearless
Designated Target- at the start of the game the assassin designates one IC or MC as his target, if that target loses his last wound from the assassin's attack the Eldar player gets 2KP
Omnipresence- the assassin may always infiltrate or start the game in reserve. when the assassin arrives from reserve he may be placed anywhere on the board not within 1" of an enemy model and can shoot normally but cannot assault.
Superb focus- the assassin can target specific models with his attacks before rolling to hit (with cc attacks or shots) even if those models are part of a squad.
   
Made in au
Horrific Howling Banshee





Australia

That seems more realistic and along the lines of what i was thinking. If it was Bs or Ws 9, and had the option to take 3 per elites slot. You could potentially get 9 ws or bs 9 units.

   
Made in gb
Never-Miss Nightwing Pilot





In the Webway.

I like balthydes version, but i think that 60pts is a little too cheap for it.

"The stars themselves once lived and died at our command yet you still dare oppose our will. "-Farseer Mirehn Biellann

Armies at 'The Stand-still Point':

Cap'n Waaagggh's warband (Fantasy Orcs) 2250pts. Waaagghhh! in full flow... W-D-L=10-3-3

Hive Fleet Leviathan Strand 1500pts. W-D-L=7-1-2 Nom.

Eldar armies of various sizes W-D-L 26-6-3

 
   
Made in gb
Servoarm Flailing Magos





PErhaps as assassins work alone he should have the independant rule instead of IC. Check out death cult assassins and work from there. and in groups of 1-3 they should be independant of each other.

"Praise Be To The Omissiah!"

"Three things make the Empire great: Faith, Steel and Gunpowder!"

Azarath Metrion Zinthos

Expect my posts to have a bazillion edits. I miss out letters, words, sometimes even entire sentences in my points and posts.

Come at me Heretic. 
   
Made in au
Horrific Howling Banshee





Australia

VikingScott wrote:PErhaps as assassins work alone he should have the independant rule instead of IC. Check out death cult assassins and work from there. and in groups of 1-3 they should be independant of each other.


I'm pretty sure the 'I work alone' rule covers that.

Eldar Own wrote:I like balthydes version, but i think that 60pts is a little too cheap for it.


This is what i dont want. I want the assassin to be a viable unit, but not one that if it get's taken out, a large chunk of your points are gone. And at toughness 3, that's not super hard.

   
Made in us
Furious Fire Dragon




This is starting to look awefully similar to the inquisition assassins. He needs something to make him more uniquely eldar. Also, I would prefer to be held in reserves and come on from ay board edge than be deployed anywhere.
   
Made in au
Horrific Howling Banshee





Australia

Rivers: That then leads to the chance that the assassin wont be deployed till turn 5. Which is essentially just giving the opponent free killpoints.

   
Made in iq
Dakka Veteran






balthydes wrote:The problem with the long rifle is that you still have a very low chance of actually wounding anything. Since the assassin is a 2 wound unit, your opponent can get a kill point of it very easily so the assassin must be able to kill something in the first or second turn it arrives.
The easiest way to give the assassin a ton of special rules is to make them some sort of pathfinder variant:
"Very rarely Eldar who have followed multiple Paths of the Warrior become lost upon the Path of the Outcast. When this happens they generally become an assassin, a highly trained and incredibly deadly emissary of Khaine able to strike from the shadows and decimate their chosen target before it even senses danger."

Eldar Assassin (60 pts)
1-3 units may be taken per Elite slot
WS BS S T W I A Ld Sv
5 6 3 3 2 6 3 10 4++
Unit Type: Infantry
Wargear: Forceshield, assassin's blades, shuriken pistol, assassin long rifle, chameleoline cloak, plasma grenades
Forceshield- 4+ invulnerable save
Chameleoline cloak- any unit wishing to shoot the assassin must roll 2d6 and multiple the result by 2, this is its sight range in inches. If the assassin is out of sight it may not shoot or select a new target.
Assassin's blades- diresword that always wounds on a 4+
Assassin long rifle- 36" SX AP5 assault 1, wounds on a 3+, on a roll of 4+ to hit it counts as AP1, on a roll of 6 to wound it rends and causes ID.

Special Rules:
Master of Stealth (current pathfinder special rule)- the assassin recieves +2 to his cover save (to a maximum of 2+), infiltrate, scout and ignores difficult terrain when moving
I work alone- the assassin is always a unit of one, ICs cannot join his unit
Fleet
Fearless
Designated Target- at the start of the game the assassin designates one IC or MC as his target, if that target loses his last wound from the assassin's attack the Eldar player gets 2KP
Omnipresence- the assassin may always infiltrate or start the game in reserve. when the assassin arrives from reserve he may be placed anywhere on the board not within 1" of an enemy model and can shoot normally but cannot assault.
Superb focus- the assassin can target specific models with his attacks before rolling to hit (with cc attacks or shots) even if those models are part of a squad.


I'm sorry to say but this Assassin just seems a bit overpowered for the roll/niche he's being made to fill.

I prefer a lighter, more cloak and dagger approach to Assassins then an overpowered stealthy version of Rambo.

I like the original version coupled with the OP version with a couple tweaks:

0-1 Elites

Unit: 1-2

Cost: 45 pts each

WS: 6
BS: 7
S: 3
T: 3
W: 2
I: 7
A: 2
Ld: 10
Sv: 5+

Wargear: Assassin's Sniper Rifle, Shuriken Pistol, Assassin's Sword, Chameleon Cloak, Plasma Grenades

Assassin's Sniper Rifle: Str: 9 AP: 2 Range: 36" - Heavy 1, Sniper Rifle, Glances Vehicles Only*
*Note: Can only achieve crew shaken results and nothing higher. The specialized rounds aren't designed for penetrating such thick armor but the weapon is powerful enough to confuse a vehicle's crew that is hit by the rifles immense power.

Assassin's Sword: An Assassin's sword's skills are only matched by his sniper aim. He's as deadly in close combat as he is peering down his enhanced scope. The blade is plasma etched and a very fine channel is carved from the hilt to the top of the blade with very microscopic holes that secrete a very potent neurotoxin that gives the Assassin an edge in close combat. Assassin's always hit on a 4+ and always wounds on 3+ in close combat. If an enemy model takes an unsaved wound from the Assassin's Blade the enemy model's wound rends the target from the neurotoxin coursing through their veins and causes 2 wounds instead of 1.

Special Rules: Fleet, Hit and Run, Move through Cover, Scout, Independent Character, Shroud, Designated Target, Deep Infiltration, Superhuman Speed

Independent Character: In addition to the Independent Character special rule, if the unit size is increased to 2, the Assassin's work independently of one another and there for do not follow the 2 inch unit coherency rule.

Shroud: The Chameleon cloak the Assassin wears is made of a special material that allows him to all but disappear on the battlefield. It's technology is a highly guarded secret by these Assassin groups and is there for near impossible to replicate, not to mention upon the death of an Assassin, the suit and the Cloak he wears vaporize instantly forever losing the suit and the technology. Any enemy wishing to fire upon the Assassin must roll a 3d6 to see if they are within spotting range of the Assassin. If they are, they may fire upon the Assassin that turn, if they are not within range they may pick another target to fire upon. During night fight scenarios the dice rolled drops to 2d6 only. This special rule is always in effect even when the Assassin is open terrain.

Designated Target: Before the game starts, but after all units have been placed, the Eldar player must pick a specific unit to be the Assassin's primary target. If the unit is eliminated by the Assassin and the Assassin only, then the unit is worth double kill points in missions where kill points are awarded. However, if the Assassin fails in his mission and does not eliminate the chosen unit the opposing player gains double the kills points for the surviving unit. In missions where Kill points are not awarded, this special rule does nothing.

Deep Infiltration: The Assassin may always be deployed regardless of special rules, anywhere on the map except 18 inches away from opponents board edge. This demonstrates the Assassin's ability to work his way deep into enemy territory way ahead of the main force to setup for his target and plan his attack down to the very second he takes the shot or draws his blades.

Superhuman Speed: The Assassin is trained in the arts of quick and exceptionally deadly hand to hand strikes with his blade. In this training the ability to move at twice the speed of a normal Eldar soldier is learned and used to a very precise and skilled level. When an Assassin chooses to Assault an opponent and then use the Hit and Run special rule the Assassin may choose to doubles his movement distance upon running away from the Assaulted unit.

---

This one seems a bit more down to level with his allies, with some boosts to help him survive, I don't think he needs and Invulnerable save due to his cloak which makes him hard enough to spot as it is. The sniper rifle in this version is designed to be the one shot a turn monster that you'd expect a very highly skilled assassin to carry. Only you can't move and need to setup to take out the designated target.

The reason I made the unit be chosen AFTER all units have setup is because I don't want the opponent putting the chosen unit in the back out of range of the Assassin and be cheap about it. So it's chosen afterwards.

I like that he sets up with the unit, but ahead of them however, not on the opponents board edge, that's to much power to close, even if you are 18" away, behind a wall and can't draw LOS to any model. Reason being, you could draw an enemy IC by turn 2 if you're at max range and he doesn't hide the IC in cover. To much for first turn. Plus the assassin is a setup and kill kind of class not so much a hunt down and kill class. At least in my opinion.

Anyways, just my take on the Assassin, I like what you've done, this is my idea. Criticize, comment, add, subtract to your hearts content. Have fun!

This message was edited 1 time. Last update was at 2010/11/12 01:45:10


 
   
Made in au
Horrific Howling Banshee





Australia

I really like that version of the assassin, it's not too expensive, but is still quite well balanced. My only complaint, if any, is i really think the assassin should have the stealth special rule. If that would overpower it, or make it cost too many points, then i dont mind. I just think it seems to suit the idea of the assassin settling in to one spot and picking people off from his defended position.

   
Made in us
Guarding Guardian






The sniper rifle you gave to the assassin is much better than the rifle I came up with, the only major change is the lack of stealth and the inability to pick models out of squads. Being able to pick models out of squads is the main difference between the assassin and a squad of rangers. The assassin can kill powerfists, meltaguns, ICs and other things that wound allocation would otherwise make it impossible to kill, giving it a unique tactical role. The main balancing factor to this role is that a single S6 shot or powerfist attack can ID the assassin, giving your opponent a killpoint and wasting your investment. Without the ability to target specific models you are paying for a 45 point lascannon that can't hurt vehicles.
If the assassin can't target specific models then it must be able to do more than 1 wound per turn because it has a very high chance of dieing on turn 1 or 2 (and therefore not killing anything at all).
   
 
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