If you wish, any Assassin in your army may start the game hidden in one of the following units: Clanrats, Stormvermin, Night Runners and Gutter Runners (not in Tunnelling Teams - too dangerous!).
Hidden Assassins are not placed on the table but are assumed to move with the unit they accompany. At the start of the game, note down which unit they are hidden in. If the unit is wiped out or flees off the table before the Assassin is revealed then the Assassin is lost and Victory points are scored as normal. Before he's revealed there is no other way he can be harmed.
Hidden Assassins may be revealed at the beginning of any of your turns or at the start of any Close Combat phase. The player declares that his unit contains an Assassin and places the model amongst the ranks where it can fight, displacing a normal rank-and-file model (not a character, champion, musician or standard bearer) to the rearmost rank. If there are no such models in the front rank, the Assassin is placed in the second rank until there is enough room for him in the first rank. Assassins always strikes first in the round of close combat they are revealed, even against chargers. If an enemy model is also entitled to always strike first, the model with higher Initiative strikes first (roll a D6 if they have equal Initiative).