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Lexicanum

Assassin

Precision murder in service to the Imperium. Stealth, infiltration, poisons, sniper shots, blades, sabotage, disguise, and eliminating the one person in the room who cannot be allowed to keep breathing.

Human ClassesImperial KillerAvailable in 1.0

Class Dossier — Assassin

Working Draft · v0.1

Assassin

The mission ends when the target does.

Human ClassAvailable in 1.0Working Draft

The Assassin is a living weapon aimed at a single problem.

An Assassin does not win by holding ground, giving speeches, or outlasting the battlefield. They win by choosing the correct target, reaching the correct angle, wearing the correct face, applying the correct toxin, pulling the correct trigger, and leaving before the room understands that history has changed.

Some Assassins kill from a rooftop. Some kill from inside another person's identity. Some kill as a screaming chemical event. Some kill by making witches forget how to breathe. Some kill with ritual blades in the shadow of a shrine.

The class fantasy is simple:

An Assassin survives through Agility, Intellect, stealth, preparation, precision, misdirection, forbidden conditioning, and the absolute clarity of the kill.

// Design Philosophy

The Assassin should not play like a generic sneaky damage class. The class should create moments like:

  • I mark the target and wait for the room to make a mistake.
  • I take the shot when the commander steps into the window.
  • I walk past the guards wearing someone else's life.
  • I hit the injector and become a problem with a pulse.
  • I step near the witch and the air dies.
  • I make the first wound the last one.
  • I was never fighting the whole squad. I was killing one person.

The Assassin should be extremely dangerous against chosen targets, but fragile when exposed, surrounded, or forced into fair fights.

Signature Mechanic — Execution Protocols

Signature Mechanic

Execution Protocols are the Assassin's signature class mechanic.

An Execution Protocol is a prepared kill method, targeting sequence, infiltration trigger, combat drug surge, null-field pressure, ritual strike, or escape plan. Protocols let the Assassin turn preparation and positioning into decisive violence.

Where Guardsmen issue Orders and Inquisitors declare Mandates, Assassins execute Protocols.

// Rules Draft
  • An Assassin starts with 3 Execution Protocols at level 1.
  • An Assassin may use Protocols on themselves, a Deathmarked target, a disguise, a weapon, a movement route, a hidden position, or a kill scene, depending on the Protocol.
  • Protocols use limited Protocol Uses.
  • Protocol Uses are restored after a safe rest.
  • Draft Protocol Uses: Proficiency Bonus per safe rest.
  • Protocols that force a target to resist use the Assassin's Execution DC.
  • Some Doctrine Tree upgrades improve Protocols, increase damage against Deathmarked targets, improve infiltration, reward stealth, strengthen anti-psyker pressure, or enable violent escape.

Execution DC = 8 + Proficiency Bonus + Agility modifier

If a Protocol is primarily about disguise, infiltration, planning, or poison, the GM may allow Intellect instead of Agility. If a Protocol is primarily about fear, null-presence, or resisting psychic intrusion, the GM may allow Willpower instead.

Execution Protocols are special. Assassins do not gain a new Protocol every level.

Deathmarked

Deathmarked

Some Assassin Protocols refer to a Deathmarked target.

A Deathmarked target is the Assassin's chosen kill priority: the officer, witch, cult leader, monster, witness, bodyguard, rival killer, or single problem that must stop breathing before the mission can end.

Deathmarked is not a broad battlefield leadership tool. It is murder narrowed into doctrine.

// Rules Draft
  • By default, an Assassin may have one active Deathmarked target at a time.
  • A Deathmarked target usually lasts until the end of the scene, until it drops to 0 Vitality, until it escapes, or until the Assassin marks a new Deathmarked target.
  • Some Protocols are stronger against Deathmarked targets.
  • Doctrine Trees may allow stronger opening attacks, better pursuit, improved concealment, anti-psyker effects, or bonuses after the Deathmarked target falls.

A name becomes a wound before the blade arrives.

Execution Protocols Known Progression
Assassin LevelExecution Protocols Known
13
54
95
136
177

This progression is a working draft. Protocols should remain meaningful and powerful, not become a bloated list of minor tricks.

Execution Protocols

Working Draft
Execution Protocol

Deathmark

Target: One visible creature, known identity, confirmed objective, or tracked target.

Mark the target as Deathmarked. Until the end of the scene, the first attack, Stealth check, Guile check, Awareness check, or Inquiry check made by you against the Deathmarked target gains +2. You may only have one active Deathmarked target unless a feature says otherwise.

The kill begins before the weapon moves.

Execution Protocol

Perfect Angle

Target: Self.

If you have cover, concealment, elevation, darkness, surprise, or a clean firing lane, your next ranged attack against your Deathmarked target before the end of your turn gains +2 to hit. If you used Aim this turn, add your Proficiency Bonus to the damage if the attack hits.

A battlefield is just geometry with witnesses.

Execution Protocol

Vanish Point

Target: Self.

After you hit a target, miss a target, or become the target of an attack, you may immediately move 5 feet toward cover, concealment, darkness, smoke, a crowd, or an escape route. This movement does not trigger Reactive Fire from your Deathmarked target.

The shot is loud. Your absence is louder.

Execution Protocol

Killing Stroke

Target: One Deathmarked target within weapon range.

Your next successful attack against the Deathmarked target before the end of your turn deals additional damage equal to your Proficiency Bonus. If the target is Exposed, Pinned, Frightened, unaware of you, disguised against you, or engaged with one of your allies, add +2 damage as well.

The final inch is where training lives.

Execution Protocol

False Face

Target: Self.

Gain Advantage on one Guile check to pass as someone else, avoid recognition, bluff through security, mimic procedure, or delay suspicion. If this brings you within reach, line of sight, or private access to your Deathmarked target, you may immediately ask the GM one question:

  • What is their safest route?
  • What are they afraid of?
  • Who protects them?
  • What would make them move?
  • What is the best moment to strike?

Identity is armor. Some armor fits poorly after the throat is cut.

Execution Protocol

Poisoned Moment

Target: One weapon, dose, drink, injector, wound, or prepared opportunity.

Before the end of the scene, the next time you hit your Deathmarked target with a weapon attack or successfully deliver poison, toxin, combat drug, or sabotage, the target must make a Toughness Save against your Execution DC. On failure, choose one:

  • The target is Exposed until the start of your next turn.
  • The target has Disadvantage on its next attack or save.
  • The target loses its Reaction until the start of your next turn.
  • The target takes additional damage equal to your Proficiency Bonus.

Not every blade is metal.

Execution Protocol

Exit Plan

Target: Self.

After your Deathmarked target drops to 0 Vitality, surrenders, flees, or is confirmed neutralized, you may immediately move up to half your Movement toward cover, concealment, an exit, a crowd, a vehicle, or a prepared route. This movement does not trigger Reactive Fire from enemies who did not directly witness your attack.

Survival is part of the contract.

Doctrine Trees

Progression System

Assassin progression uses Doctrine Trees.

Doctrine Trees replace the idea of a locked subclass plus scattered feature choices. An Assassin does not choose one permanent subclass and then receive a random pile of features. Instead, they earn Doctrine Points and spend them across Assassin Doctrine Trees.

A player may specialize deeply in one tree or spread points across several to become a broader sniper, infiltrator, berserker, null-killer, or ritual blade.

Doctrine Trees represent the method by which the Assassin was trained to end lives.

Each rank costs 1 Doctrine Point and requires the previous rank in that tree unless future rules say otherwise.

// Doctrine Points Progression

Assassins gain 1 Doctrine Point at every even level.

Doctrine Points
Assassin LevelDoctrine Points Gained
2+1
4+1
6+1
8+1
10+1
12+1
14+1
16+1
18+1
20+1

This progression is a working draft. Final class balance may change after the other classes are designed.

Doctrine: Sniping, patience, overwatch, impossible angles, and killing from outside the story.

Role: Long-range elimination and overwatch specialist.

Longshot assassins believe the perfect kill happens before the target knows they were in danger.

Rank 1Patient Murder

If you use Aim and do not move this turn, your next ranged attack against your Deathmarked target deals extra damage equal to your Proficiency Bonus.

Rank 2Impossible Angle

When attacking from elevation, cover, concealment, darkness, smoke, or an unexpected firing lane, ignore Light Cover against your Deathmarked target. If you used Aim, you may also ignore Heavy Cover at the GM's discretion if the shot is plausible.

Rank 3Exit Wound Prophecy

When you hit your Deathmarked target with a ranged attack, you may ask the GM one:

  • Where will they try to move?
  • Who will protect them?
  • What are they about to do?
  • What would expose them?
  • What would make this kill certain?
Rank 4One Breath

Once per safe rest, when you use Perfect Angle, you may treat your ranged weapon as scoring a Critical Hit on a natural 19–20 for that attack. If the weapon already scores Critical Hits on 19–20, add your Proficiency Bonus to the damage instead.

Rank 5The Shot That Ends the Room

Once per safe rest, when you hit your Deathmarked target with a ranged attack after using Aim, add your Assassin level to the damage. If this drops the target to 0 Vitality, you may immediately use Exit Plan without spending a Protocol Use.

Distance is not safety. It is a measurement.

Design note: Longshot Temple should be terrifying at range, but vulnerable when rushed, exposed, or denied firing lanes.

Doctrine: Disguise, infiltration, mimicry, sabotage, false identity, and social murder.

Role: Infiltration and deception specialist.

Doctrine: Combat drugs, speed, shock assault, pain tolerance, and close-range slaughter.

Role: Burst damage and high-risk melee/ranged assault specialist.

Doctrine: Anti-psyker pressure, psychic silence, dread aura, witch-hunting, and soulless proximity.

Role: Anti-psyker assassin and daemon-adjacent threat suppressor.

Doctrine: Ritual blades, sacred murder, acrobatics, blood rites, and devotional execution.

Role: Melee duelist and ritual close-range assassin.

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