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===Artefacts of the Creed=== Assassins, being the secluded society of cutthroats, can nab their own special tools instead of magic items. Most of these aren't considered magic items thus aren't exclusive on a pre-army basis and are stackable on weapons, and many will also affect his throwing weapon. With only a 50pts allowance, you can only pick up a max of two items is feasible. *'''Orb of Illusion:''' 40pts. Talisman. This Apple of Eden gives a 50/50 chance to negate all hits in close combat before saves. For 40 points, that's a pretty steal. But can't afford any other Artefacts, Strong survivability on glass duelist instead of attack power. *'''Venom of the Desert Snake:''' 30pts. hit rolls of 6 AutoWounds and forces anyone wounded to test T or eat another wound. Every wound landed counts. *'''Hidden Blade:''' 20pts. The trademark weapon from Assassin's Creed offers KB. Work to circumvent Armour and Regeneration saves. *'''Shadowstrike:''' 20pts. Gives Multiple Wounds (d3). Kills Characters with only 1 to 2 successful wounds instead of 2 to 4. *'''Dagger of the Grand Master:''' 20pts. Magic Weapon. A magical Additional weapon that wounds one designated enemy character on a 2+, and he must re-roll successful Armour save. The millage will vary on how good you are at delivering assassins to their designated target. *'''Cloak of Shadows:''' 20pts. Enchanted Item. Missiles take -2 to hit the wearer, but this only applies when they're alone. *'''Code of the Creed:''' 20pts. Re-rolls hits in challenges and forces enemies to accept a challenge. Prevent that general, wizard, or support character from running to live another round. *'''Nethertoxin:''' 20pts. Poisoned Attacks that also always wound on a 3+. You will be wounding many enemy characters on 3+ with poison, so the poison only helpful if you used the lore of Shadow or death to lower their Toughness. Just always Wounding on 3+ regardless of toughness is a powerful steal for only 20pts.
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