SkaventideDeathmaster
7"
5
4+
5
WARSCROLL

Deathmaster

Elite assassins and masters of murder, the Deathmasters of the Clans Eshin are so skilled as to seem supernatural in their abilities. Bursting from amidst the mass of skaven in a sudden whirling of blades and fangs, they slay their victims swiftly.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Eshin Throwing Stars
Eshin Throwing Stars12"44+5+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Weeping Blades
Weeping Blades1"33+3+-1D3
Fighting Claws
Fighting Claws1"73+3+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 100
Battlefield Role: Leader

DESCRIPTION

A Deathmaster is a single model armed with one of the following weapon options: Eshin Throwing Stars and Weeping Blades; or Eshin Throwing Stars and Fighting Claws.

ABILITIES

Hidden Killer: Deathmasters often hide themselves amidst the ranks of skaven regiments.
Instead of setting up this model on the battlefield, you can place it to one side and say that it is set up in hiding as a reserve unit. If you do so, at the start of a combat phase, you can set up this model within 1" of a friendly SKAVENTIDE unit that has 5 or more models and a Wounds characteristic of 1. If this model is not set up on the battlefield before the start of the fourth battle round, it is slain.

Running Death: Eshin warriors are trained in a unique fighting style that allows them to attack with incredible speed and dexterity.
This model can run and still shoot later in the same turn.

Throwing Stars: Eshin throwing stars are hurled at the foe in rapid volleys.
If the unmodified hit roll for an attack made with Eshin Throwing Stars is 6, that attack inflicts 2 hits on the target instead of 1. Make a wound and save roll for each hit.

KEYWORDS
CHAOS, SKAVEN, SKAVENTIDE, CLANS ESHIN, HERO, DEATHMASTER
Reserves
Reserves are units that are part of your army, but which have an ability that allows you to set them up in a location other than on the battlefield and deploy them later once the battle has begun. Setting up a reserve unit is not considered a move for the unit, but it may restrict a unit’s ability to move in the same turn. Any reserves that have not been set up when the battle ends are treated as if they had been slain when you are working out which side won the battle.
Running
When you pick a unit to make a normal move, you can declare that it will run. Make a run roll for the unit by rolling a dice. Add the result of the run roll to the Move characteristic of all models in the unit for that movement phase. The unit can then move up to that distance in inches. Models in a unit that runs can’t shoot or charge later in the same turn.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.

The CLANS ESHIN keyword is used in following Skaventide warscrolls:

None
Leader
Leader, Behemoth
© Vyacheslav Maltsev 2013-2020