The mysterious and clandestine Clan Eshin have some tools of war that their agents alone bear into battle.
Source: Warhammer Fantasy: 7th Edition
Clan Eshin Tools of WarURL Copied!
Only Clan Eshin models may select the below items.
Magic Weapons
These wickedly sharp throwing stars are coated with a deadly warp poison.
Warpstone Stars are a thrown weapon with the 3x Multiple Shots rule. Warpstone Stars are Strength 5 and each unsaved wound multiplies into D3 wounds.
Enchanted Items
An Infernal Bomb is an explosive device favoured by Clan Eshin for espionage jobs. These iron-clad devices use cogs and gears to delay a blast of hellish energy.
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 an 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. Perhaps the Warlock Engineers have betrayed you? If it does explode, place the large round template centred 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.
A bigh-ranking member of Clan Eshin is likely to carry smoke bombs for diversions. When smashed, a dark and almost sentient smoke curls out and attempts to force its way into the lungs of any nearby.
One use only. If a character equipped with Smoke Bombs is forced to flee he can choose to smash the bombs underfoot to slow the victors as they pursue. Before any dice are rolled announce the Smoke Bombs are being detonated. All pursuing units in the combat must roll 1D6 less than normal.