Only Clan Eshin models may select the below items.
Magic Weapons
Range | Strength | Special Rules |
---|---|---|
6" | 5 | - |
Enchanted Items
One use only. Except in a turn in which he charges, an Assassin can place an Infernal Bomb anywhere along his path during the Movement phase or, if in a unit, anywhere along the path the unit has travelled. A model can place an Infernal Bomb and march. Announce your intentions to drop off Infernal Bomb and mark the spot (a coin will do). The model and/or unit that places the bomb must set the bomb and move away. Once placed, an Infernal Bomb cannot be moved. The owning player can choose to explode an Infernal Bomb at any time except during the player turn in which it was placed. However, an Infernal Bomb that would explode with its template touching the model that placed the bomb or any member of his unit cannot be detonated. When triggered, an Infernal Bomb explodes on a D6 roll of 2+. On a roll of 1, the Infernal Bomb is a dud and does not explode. If it does explode, place the large round template centered on the counter. Any model at the template's centre takes a single Strength 10 hit, causing D3 wounds. Any models touched by the template suffer a Strength 3 hit.
One use only. If a character equipped with Smoke Bombs is forced to flee he can choose to use the Smoke Bombs. Before any dice are rolled announce the Smoke Bombs are being detonated. All pursuing units in the combat must roll 1D6 less than normal. Any number of Deathrunners in an army may take this item, but none may take it more than once.