The ninja is a warrior from Chitay. A secret cult of shadow warriors that are experts in assassination and espionage, these warriors are feared through out Chitay as the most dangerous beings to ever walk the Warhammer World. They come forth from the shadows striking entire armies when hopelessly outnumbered, always with out fear, these warriors are super beings which there can be no survival from if ever encountered.
They are in fact human. Though the government of Chitay has allowed their existence for political advantages, they are few in numbers, but those who are ninja, are machines of death and mayhem.
Some are ordered to retrieve some ancient artifact or hired by some rich person in the Old World to assassinate.
Their skill is the best that money can buy, and you are right to fear these individuals.
Wounds |
1D6 + 8 |
Move |
4 |
Weapon Skill |
5 |
Ballistic Skill |
4+ |
Strength |
3 |
Toughness |
4 (5) |
Initiative |
6 |
Attacks |
1 |
Pinning |
4+ |
Will Power |
3 |
Enemy’s WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
To hit foe |
2 |
3 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
4 |
Ninja To (Sword) does 1D6+S damage,
Shurikens(9 of ‘em) (Can be thrown up to 8 squares, for each square over that, -1 BS.)(Must be retrieved after thrown(Once all monsters in room are dead), one round, doing nothing but retrieving).
Smoke bombs(9 of ‘em) (covers a 6X6 squares with smoke, no other model may move if in the smoke, and no model may shoot or strike anyone in the smoke except the ninja. Goes away after 1 turn, may be thrown)
Shinobi Tanto (Knife, as normal) S damage.
Light Chainmail (+1 T) (Worn under the normal clothing)
Dodge: 5+
Battle- Level | Gold | Title | MOVE | WS | BS | Str | Damage Dice | T | Wounds | I | A | Luck | WP | Skills | Pin |
1 | 0 | Novice | 4 | 5 | 4+ | 3 | 2 | 4 | 1D6+8 | 6 | 1 | 1 | 3 | 0 | 4+ |
2 | 2000 | Champion | 4 | 5 | 4+ | 3 | 2 | 5 | 1D6+8 | 6 | 1 | 1 | 3 | 0 | 4+ |
3 | 4000 | Champion | 4 | 5 | 4+ | 3 | 2 | 5 | 1D6+8 | 7 | 1 | 1 | 3 | 1 | 4+ |
4 | 8000 | Champion | 4 | 5 | 4+ | 4 | 2 | 5 | 2D6+8 | 7 | 2 | 2 | 3 | 1 | 4+ |
5 | 12000 | Hero | 4 | 4 | 3+ | 4 | 3 | 5 | 2D6+9 | 7 | 2 | 2 | 3 | 2 | 4+ |
6 | 18000 | Hero | 4 | 5 | 3+ | 4 | 3 | 5 | 2D6+9 | 7 | 2 | 2 | 4 | 2 | 4+ |
7 | 24000 | Hero | 4 | 6 | 3+ | 5 | 3 | 5 | 3D6+9 | 7 | 2 | 3 | 4 | 2 | 4+ |
8 | 32000 | Hero | 4 | 6 | 2+ | 5 | 4 | 5 | 3D6+9 | 7 | 3 | 3 | 5 | 3 | 3+ |
9 | 45000 | Lord | 4 | 7 | 2+ | 5 | 4 | 6 | 4D6+9 | 8 | 3 | 3 | 5 | 3 | 2+ |
10 | 50000 | Lord | 4 | 7 | 2+ | 5 | 5 | 6 | 5D6+9 | 9 | 4 | 4 | 5 | 4 | auto |
Roll 2D6 and consult the chart below:
2 |
Shuriken Hail Kathunkh! Kathunkh! Kathunkh! The Ninja is able to throw D3 Shurikens or smoke bombs each turn. |
3 |
Parry Swoosh, ching! The Ninja is able to use his Ninja To and Tanto to parry, the opponent loses 1 A. |
4 |
Poison knowledge This little thing cannot do me much harm…. Ugg!" All the weapons of the Ninja gets a cote of poison, now after the first turn the weapon (Shuriken, Tanto or Ninja To or what ever bladed weapon the Ninja may carry) does damage, then the opponent that has been struck suffers –1W for each turn thereafter. |
5 |
Vanish Hey, wher’d he go?! The Ninja has the uncanny ability to vanish when he uses his smoke bombs, after you have used one of your smoke bombs in an adjacent (or the) square then you can remove the Ninja from the board, and in the next round put him on ANY board section (That has already been explored) you wish! |
6 |
Vanish in the Shadows (RPG only) I though there where four of you a little while ago, where’s the forth? Guah! The Ninja can Vanish in any room/Inn/place with shadows or at night fall, and return whenever, and wherever he wishes. |
7 |
Mighty Slash Swoosh! The Ninja is able to concentrate his strength at one strike so that it becomes powerful enough to cut through stone or even metall! This strike takes away all other attacks and actions that the Ninja will make in his turns, therefore he can not move, nor do anything else. The strike hits automatically and does 1D6+9 damage, but it has to be made in the first turn of combat. |
8 |
Hypnotize My head is beginning to feel heavy, what are you doing… uh…. THUDD!" The Ninja is able to hypnotize his victims, he can make his opponent do anything he wants for one round (Though not kill himself). This also works in RPG games! |
9 |
Neck breaker Krunch! The Ninja is able to break the opponents neck in one bold move, The Ninja can not do anything else while trying to perform this special attack: Roll a D6 for the Ninja and a D6 for the opponent, if the Ninja scores twice as much, the neck is broken, if he scores under twice, then half of the life (That’s left) is lost, if the numbers equals then the Ninja can try again next turn, but if the Ninja is beaten! Then he suffers a S4 hit. This can also be used in RPG! |
10 |
Steal Hey where’s my dagger? The Ninja is able to steal from his opponents (and friends! Though this is not smart), roll a D6 BEFORE combat has begun. If the score equalls or beats the opponents Initiative then a piece of equipment chosen by the Ninja has been stolen, note that a roll of 6 always succeeds no matter what the initiative of the opponent is. The Ninja has to sacrifice one Attack to do this move. |
11 |
11 Pressure points: What are you doin’? uh… The Ninja knows the pressure points of his enemies, if the Ninja sacrifices one of his attacks, then the opponent will fall down unconscious to the ground for one turn (this only works for one turn) Note that this also can be used in RPG! |
12 |
Acrobatics How can he jump around like that huh? The Ninja is able to use his acrobatics so that he is able to dodge more easily, add +1 to the dodge roll, up to a maximum of 2. This Skill can be earned more then once! |
ACTION |
MODIFIER |
Barge aside |
+3 |
Bluff enemies |
0 |
Climb on shoulder |
+2 |
Climb wall |
+4 |
Construction |
+1 |
Crawl |
+4 |
Difficult shot |
+3 |
Disarm enemy |
+4 |
Disarm trap |
+3 |
Distract enemy |
+3 |
Duck |
+2 |
Fight defencively |
+4 |
Hide |
+6 |
Hold door |
0 |
Identify |
+1 |
Improvise Weapon |
+4 |
Interrogate |
+4 |
Jump |
+3 |
Kick over |
+4 |
Leap |
+4 |
Lift trapdoor |
-1 |
Listen at door |
+4 |
Loosen/Tie bonds |
+3 |
Make bandages |
+2 |
Make rope |
+2 |
Move heavy objects |
-2 |
Pick lock |
+3 |
Play dead |
+4 |
Read |
0 |
Search object |
0 |
Search rooms |
0 |
Start fires |
+2 |
Stun enemies |
+3 |
Swing on rope |
+4 |
Take cover |
+3 |
Understand speech |
0 |
Wait/Interrupt |
0 |
Wedge door |
+2 |