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.
- ↑ 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 lockpicks and acid vials.
- ↑ Poison Attacks: The poisonous attacks of this unit weaken the target's speed, damage, and vigour. Applies the Poison! debuff.
- ↑ Stalk: This unit can move hidden in any terrain.
A strong duelist, meant for dealing damage to characters. These assassins are notable for having ranged attacks as well, which allows them to do some damage from afar. Best kept away from being swarmed by enemies, as their armor and melee defence won't hold very long.