Clan Eshin is one of the most powerful clans in the Skaven Under Empire. Their clan is synonymous with murder and assassinations, and even their reputation is a weapon in itself. They hire their services out to the other clans, and despite their feigned political neutrality, are deeply immersed in plotting and scheming. Not the most influential, or the largest of Clans, they are one of the most feared, and they have an incredible degree of knowledge about the other Clans, learned from spies and agents.
The Skaven of Clan Eshin act as a secret police and enforcers for the Council of Thirteen. If the Lords of Decay decide a Warlord or a Grey Seer is no longer loyal, Assassins of Clan Eshin are set on their trail, maintaining the Councils rule through murder and terror. Assassins are also despatched to slay leaders of opposing armies or to sabotage the defences of towns and cities by poisoning water supplies, setting fires, murdering civic dignitaries, stirring up the rat packs and spreading disease. In pitched battles Assassin often disguise themselves and lurk in the ranks of ordinary Skaven until they have an opportunity to strike at enemy leaders or champions in the confusion of combat.
The advancement into Clan Eshin is a dangerous one. All members start as a lowly Gutter Runner, trained from birth as quick murderous fighters. They are set with petty tasks and constant training as they proceed through their training until they are hopefully judged fit to undertake the test to become Assassins. The Gutter Runners will be stalked by their trainer and those that survive for 24 hours are allowed to advance in the Clan Eshin, those that failed the final exame will be left unburied. As Assassins they are expert at infiltrating Clans, assassinating the desired target, planting evidence, and then escaping. Many dark and secret arts of killing and murder in the Old World are, unknown to the empires of man, practiced by Clan Eshin Assassins. Assassin-Adepts are senior Assassins that hold administrative functions in Clan Eshin, they aprove of contracts, distribute assignments, collect payment and are responsible for the training of Gutter Runners. They also embark on the more difficult missions and are increadible deadly when corned and forced to fight on even ground. A truly skilled Assassin may even climb to rival the title of a Nightlord. More often than not he will be found in a damp cave with a dagger through his stomach after a failed assassination attempt.
Army Selection:
Characters: Up to 50%
Assassin Regiments: 25%+
Clan Regiments: Up to 75%
Monsters: 0-10%
Warmachines: None
Allies: None
Clan Eshin as Allies
If you take Clan Eshin as allies you may only include a single unit of Gutter Runners
(including a Gutter Runner Champion) and only a single Assassing-Adepts. You may include
any number of Assassins but not the Nightlord. If the army is made up completely of Clan
Eshin you use this army list and may include any number of Gutter Runners etc.
CHARACTERS
The black-clad Assassins of Clan Eshin are rightly feared by those who know of them. They are trained from birth as quick, murderous fighters adept in the use of poisons, garrottes, throwing stars and all manner of exotic weapons. Much of the Assassins training hones their already fast Skaven reflexes to unparalleled heights, enabling them to perform incredible feats like leaping many times their own height into the air, running as fast as a galloping horse or climbing sheer surfaces. Clan Eshin Assassins are expert at infiltrating Clans, assassinating the desired target, planting evidence, and then escaping. Many dark and secret arts of killing and murder in the Old World are, unknown to the empires of man, practiced by Clan Eshin Assassins.
0-1 NIGHTLORD at 230 pts
The Nightlords are the legendary leaders of Clan Eshin and they are also known as
Deatmasters. They are among the most leathal killers in the Warhammer World and are at the
same time the most secretive and silent ones. Where an Assassin may sneak in and kill
their desired victim whitout making a noice, a Nightlord may abduct the victim and place
extensive fake evidence of heresy or steal well-guarded items whitout anyone noticing it
until several nights afterwards.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Nightlord | 6 | 8 | 6 | 4 | 4 | 3 | 10 | 4 | 9 |
EQUIPMENT: A sword.
WEAPONS/ARMOUR: A Nightlord may have Light armour (+2), additonal handweapon
(+1), Throwing Stars (+1), Sling (+1), Net (+2) or shield (+1)
MAGIC ITEMS: A Nightlord is entitled to up to 3 magic items.
SPECIAL RULES
GENERAL
If the army is made up completely of Clan Eshin it may be lead by a Nightlord or a
Chieftain as general. The Nightlord cannot lend his LD to troops within 12" but if he
is killed he doesn't cause a panic test, the troops assume that he is just hiding waiting
to strike back.
0-1 BATTLE STANDARD
The Battle Standard is marked with the Dagger symbol of Clan Eshin and often the
personal mark of the Nightlord. The standard bearer is a Clanrat and the standard is only
used when Clan Eshin masses its Clanrats and engage in conventional battle.
See Warhammer Armies Skaven.
ASSASSIN-ADEPTS
at 90 ptsProfile | M | WS | BS | S | T | W | I | A | Ld |
Assassin-Adept | 6 | 5 | 5 | 4 | 4 | 2 | 6 | 3 | 8 |
EQUIPMENT: Sword.
WEAPONS/ARMOUR: An Assassin-Adept may have Light armour (+2), additonal
handweapon (+1), Throwing Stars (+1), Sling (+1), Net (+2) or shield (+1).
MAGIC ITEMS: An Assassin-Adept is entitled to up to 2 magic items.
CHIEFTAINS
Clan Eshin control several lesser Warlord Clans and theChieftains are the leaders of
small lairs. They have little power of their own but are too intimidated by Clan Eshin to
dare move against them. The lairs provide Clan Eshin with recruits and guard the Clans
strongholds against all-out attacks.
See Warhammer Armies Skaven.
SPECIAL RULE
GENERAL
If the army is made up completely of Clan Eshin it may be lead by a Nightlord or a
Chieftain as general.
GUTTER RUNNER CHAMPIONS at 60 pts
The Gutter Runner Champion is almost an Assassin and part of his final training is to
lead Gutter Runners into battle.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Assassin-Adept | 6 | 4 | 4 | 4 | 3 | 1 | 5 | 2 | 7 |
EQUIPMENT: The Champion must be armed in the same way as his unit.
MAGIC ITEMS: Agutter Runner Champion is entitled to a single magic item.
CHAMPIONS
See Warhammer Armies Skaven.
ASASSIN REGIMENTS SECTION
The deadly shadows of the night that belong to Clan Eshin are adept at using poison and explosives to sabotage vital areas to their choosen enemy. Many a food storage have been rendered useless by posion, many a tunnel or meeting room have suddenly exploded and buried the attendants under tons of rock. Many an ambitious chieftain have been found with their faces turned blue and with a tightly pulled garrotte around their throath or with a wickedly shaped black knife sticking out of their backs. The night belongs to Clan Eshin, and they know that they own it.
ASSSASSINS
The black-clad Assassins of Clan Eshin are rightly feared by those who know of them.
They are trained from birth as quick, murderous fighters adept in the use of poisons,
garrottes, throwing stars and all manner of exotic weapons. Much of the Assassins training
hones their already fast Skaven reflexes to unparalleled heights, enabling them to perform
incredible feats like leaping many times their own height into the air, running as fast as
a galloping horse or climbing sheer surfaces.
See Warhammer Armies Skaven.
GUTTER RUNNERS
Gutter Runners are Assassins-to-be and they must master the deadly skills of Clan Eshin
before the Assassin-Adepts decide that they are ready to work alone and become true
Assassins. They are often employed in battle where they strike at the enemy from behind,
leaping out of their concealed hide-outs. They are also set out to poison the opponents
food and water supply as well as sabotaging warmachines. As a final test before being
titled Assassin, the Gutter Runners will be stalked by their trainer and those that
survive for 24 hours are allowed to advance in the Clan Eshin, those that failed the final
exame will be left unburied.
See Warhammer Armies Skaven.
CLAN REGIMENTS SECTION
Although Clan Eshin has assassins and maintains the councils wishes, they must still
have a reasonably sized army of clanrats and slaves to draw on for training/recruitment
and to defend their holdings. When Clan Eshin has a mission that can't be accomplished by
a pack of Gutter Runners, they have 2 choices: They can either rely on another clan or
send out a proper army, led by a Chieftain. Clan Eshin do not have Stormvermins, all of
their strongest and most vicous Clanrats are trained as Gutter Runners.
CLANRATS
In times of war every Clanrat is given some form of weapon and shield and is drafted
into fighting for the clan and the Warlord. In times of food shortage the Clanrats are
given a chanse to feed on the fallen enemies and driven almost insane by the black hunger.
See Warhammer Armies Skaven.
SKAVENSLAVES
When Clan Eshin masses to battle the make great use of slaves, who are herded together
to absorb missile fire and generally die in droves as the Clanrats advance behind them.
See Warhammer Armies Skaven.
MONSTERS
RATSWARMS
See Warhammer Armies Skaven.
BEASTIARY
The black-clad killers of Clan Eshin are trained from birth in the use of exoctic weapons such as garrottes throwing stars, nets, slings and wickedly shaped knifes and swords. Clan Eshin is only rivaled in weapon provess and strength by the Stormvermins of the Warlord Clans and they are the elite warriors of those clans.
SPECIAL RULES
There are a number of special rules that apply to Assassin-Characters: The Nightlord,
Assassin-Adepts and Gutter Runner Champions.
ASSASSIN-CHARACTERS WITH GUTTERRUNNERS
There is a number of rules that apply to Clan Eshin Assassin-characters in a Gutter Runner
unit.
If a unit of Gutter Runners is accompaned by a Clan Eshin Assassin-character they may
use his Leadership even when they are skirmished, the Gutter Runners are used to operate
in loose groups and are trained to pass on orders to each other without using words.
The Assassin-Character may infiltrate alongside a unit of Gutter Runners and will count as
part of the unit for all purposes.
The Assassin-Character may not be challenged as he wear the same concealing clothing as
the rest of the unit and because the character, the trained Assassin that he is, will not
accept a fair fight.
Assassins and Assassin-characters may not be singled out for shooting or spells as they
are hiding among the Gutter Runners.
Assassin-characters may leave a unit at any time, but this don't apply to a Champion.
INFILTRATE
Gutter Runners, Assassin-Adepts and Nightlords may Infiltrate and in that case set up
after the enemy has placed all his units on the table. They can be positioned anywhere on
the table which is outside the enemys deployment zone and which places them out of sight
of any enemy models at the start of the game. Assassins and Gutter Runner Champions may
Infiltrate as part of a Gutter Runner unit. Note that Assassin-Adepts and Nightlords can
infiltrate on their own.
DODGE
The Assassin-Characters of Clan Eshin are prenaturally quick and agile to the point where
they can pluck speeding arrows out of the air. Because of their extraordinary training
they may dodge hand-to-hand combat blows, spells and missiles. An Assassin-Adept or a
Nightlord have a special save of 4+ on a D6. The Dodge save may not be used if the
character is wearing heavy armour or magical armour.
LEADERSHIP
If a character join a unit of Clanrats or Slaves the regiment continues to take Leadership
tests using its own Leadership value. The killers of Clan Eshin are not leaders but
skilled murderers, so their Leadership is never used by the regiment they are with. The
exception is if a unit of Gutter Runners is accompaned by a Clan Eshin Assassin-character,
they may use his Leadership even if they are skirmished, the Gutter Runners are used to
operate in loose groups and have trained to pass on orders to each other without using
words.
If the regiment is broken, forced to flee, or subject to some other unfortunate psychology or Leadership-based test which it fails, the Assassins can either remain with the regiment and suffer the consequences or pass a seperate Leadership and transfer to another regiment within 6".
WEAPONS OF CLAN ESHIN
WEEPING BLADES
Weeping Blades are used by the infamous Clan Eshin, the Skaven spies and assassins. During
their manufacture, a small amount of Warpstone is incorporated into the metal, which is
also treated with potent baneful spells known only to Senior Members of Clan Eshin. The
metal becomes incredibly hard and sharp, and constantly sweats a deadly corrosive venom
that burns through armour so that even a slight wound will always prove fatal. Most of
these weapons take the form of knives or swords but Clan Eshin also make other weapons
with the same deadly properties, such as throwing stars.
THROWING STARS
Clan Eshin are masters at throwing sharpened pieces of metal at great distances so that
its edges slit the throats of the desired victim, the edges are often coated with poison
as well so even a minor scratch may kill. The objects are shaped as stars or snow flakes
but any flat shape will do, the more and longer edges the better. The stars are small,
slightly larger than the palm of the assassin and they are easy to conceal. The stars are
often kept in small rectangular bags with stiff sides to avoid accidently scratching one
self, though more experienced members of Clan Eshin wear them strapped to their arms and
legs for easy access.
NET
In the hands of a trained Skaven this seemingly harmless net may be put to deadly uses.
The techniques are many but they focus around ensnaring the opponent and then finish him
off using the killer's main weapon. To use the net in hand-to-hand, roll to hit with the
wielders Weapon Skill as usual and if the net-attack hits then resolve the attack using
the models other weapon (ie a hand weapon, a weeping blade or a magic weapon). The net may
also be used to deflect blows or cause an opponent to strike the empty air and thus
increase the wielder's armour save by +1. The net has no effect on dodge saves and the net
may not be used together with a shield or two hand weapons as the net requires a free hand
to be used.
ARMOUR & SHIELD
Clan Eshin rarely carry shields and when they do they are used to install fear in their
opponents and thus have Clan Eshin symbols painted over a black background. Armour is
usually painted black or grey or concealed beneath dark cloth.
Plaguelord Lepri of Clan Pestilen
Tommy Punk - UIN: 9946419 - Kalmar, Sweden
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