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Assassin
Warhammer 40,000: Rogue Trader

Assassin

Master the Assassin archetype in Warhammer 40,000: Rogue Trader. Learn about its characteristics, abilities like Danse Macabre, and the Seek the Opening feature.

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Master the Assassin archetype in Warhammer 40,000: Rogue Trader. Learn about its characteristics, abilities like Danse Macabre, and the Seek the Opening feature.

Characteristics: Weapon Skill, Ballistic Skill, Agility, Intelligence, Perception.

Skills: Lore (Imperium), Lore (Xenos), Awareness.

Class Progression Bonuses:

  • Rank 16: Seek the Opening
  • Rank 17: Ability
  • Rank 18: Talent
  • Rank 19: Dispatch
  • Rank 20: +1 AP, +5 Characteristic
  • Rank 21: +5 Characteristic, Talent
  • Rank 22: +10 Skill, Ability
  • Rank 23: Talent
  • Rank 24: +5 Characteristic, Common Talent
  • Rank 25: Talent
  • Rank 26: +5 Characteristic, +10 Skill
  • Rank 27: Dispatch Upgrade
  • Rank 28: Talent, Common Talent
  • Rank 29: +5 Characteristic, +10 Skill
  • Rank 30: Ability
  • Rank 31: Talent, Common Talent
  • Rank 32: +10 Skill
  • Rank 33: +5 Characteristic, Talent
  • Rank 34: Common Talent
  • Rank 35: Dispatch Upgrade

Keystone Features (Assassin):

Seek the Opening: You can identify a weak point on enemies. Hitting this opening deals additional damage equal to +10% of the target's maximum wounds, and the opening moves to the opposite side. Unhit openings move to a random side at the start of your next turn.

Abilities (Assassin):

Lethality is a unique Assassin trait, calculated as the greater of your dodge and dodge reduction.

  • Danse Macabre: Costs 1 AP, Area of Effect: Personal, Cooldown: 0. Dash up to (1 + AGI bonus / 2) cells in a straight line, suffering -(WS bonus) less damage from attacks of opportunity and gaining +(2 x AGI bonus)% dodge against enemies you dash through until the start of your next turn. If you do not dash through enemies, gain +(2 x (greater of your PER and INT bonus))% cover (press the cover button to crouch behind walls or objects) efficiency to any (cover) until you move. Can be used again for free after the first use.
  • Death Whisper: Costs 0 AP, Area of Effect: One enemy creature within weapon range, Cooldown: 1 round. Make an attack dealing 25% of your normal attack damage. If successful, the target suffers the haemorrhage effect, taking (lethality / 10) rending damage at the start of each of their turns. This attack does not block movement or count towards your attack limit.
  • Elusive Shadow: Costs 1 AP, Area of Effect: Personal, Cooldown: 1 round. For this round, you are the lowest priority for enemy attacks and gain the Elusive effect: move through enemies, gain +(AGI bonus)% dodge and +(PER bonus)% dodge reduction, attacks deal +10% damage, and half-(cover) provides 50% (cover) efficiency. This effect fades when you attack.
  • Feinting Attack: Costs 1 AP, Area of Effect: Personal, Cooldown: 0. Your next attack has a -50% armour penetration penalty (minimum 0) and +10 lethality. If it's a melee attack, the target rotates 180° and has 0% dodge and parry against your attacks until the start of its turn. If it's a ranged attack, the target is forced to move to the closest cells in a 3-cell range with no adjacent (cover) facing towards you. This forced movement provokes attacks of opportunity.
  • Killing Edge: Costs 1 AP, Area of Effect: One enemy creature within weapon range, Cooldown: 1 round. Make an attack granting +40% dodge to the target. If it hits, deals an additional +(lethality / 5) damage increased by twice the percentage of the target's missing wounds. You cannot use attacking abilities this turn after using this.
  • Poised to Strike: Costs 1 AP, Area of Effect: One enemy creature within 40-cell radius, Cooldown: 1 round. The target suffers -(2 x AGI bonus)% armour and -((greater of your PER and INT bonus) - 1) deflection until the end of your turn. If there is only 1 enemy next to you, gain +(2 x AGI bonus)% dodge until your next turn. If there are no enemies next to you, gain +(2 x (greater of PER and INT bonus)% dodge reduction.
  • Dispatch (Heroic Act / Desperate Measures): Costs N/A, Area of Effect: Personal, Cooldown: Once per combat. Make an attack that cannot miss, dealing +50% more damage plus an additional bonus equal to 25% of the target's missing wounds. Your dodge, dodge reduction, armour penetration, and parry reduction are doubled for this attack. When used as a Desperate Measure, gain +100% damage until the end of combat. At 27th and 35th levels, you can choose one of the following upgrades: 1. Target loses half of its current armour and deflection until the end of combat. 2. Additional damage bonus is 45% of target's missing wounds. 3. Hitting an opening grants lethality / 15 temporary wounds until the end of combat. 4. If the attack kills the target, all enemies within 3 cells gain +2 stacks of the disturbed effect and must pass an Agility resistance test or become staggered for 1 round.

Talents (Assassin):

You may choose from talents unique to the Assassin archetype in addition to the general talent list.

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